Posts for Bisqwit


Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Rick wrote:
Y'know, if this whole speed run list gets revised and stuff to include more weapons and ammo, I might just make an FAQ of this to stick up on GameFAQs. What d'ya say? n_n
Sounds like a good idea. Is someone actually taking this task (of playing it)? :)
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
schneelocke wrote:
Those certainly are words I'd never have expected to hear being said with regard to this hack.
After reading the homepage of this hack, I learned that there are some familiar names who have played this hack through. Therefore it can't be completely unknown :) Even if it's known only in Japanese emulator-gamers' circles...
nitsuja wrote:
is that meant to also apply to concept demos of non-hacked games?
Yes.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Highness wrote:
Does this mean that hacks in general will be accepted?
No. There's still the problem of infinite number of hacks, each which may have been altered in ways that we can't possibly judge. I'm accepting this particular movie of Air, because Air appears to be not-completely-unknown a hack. Same criter was used for Super Demo World: it's well known, and also good quality.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Truncated wrote:
My nickname is complicated to explain. It originally comes from the same word in Swedish, "Trunkerad"
Not drunken-rad? I recall I saw that somewhere, but I may have automatically made that association from the Swedish word... Sorry. Oops. I posted. I suppose I should explain the name Bisqwit, then... Well, my previous nickname was Proguru. The thought path by which I created _that_ name started from the word "programming", with probably the word "guru" jumbled in. Later on, I was slightly hinted that the name might be a little too self-confident ("pro guru") and thus appear arrogant, so I had to choose a new one. (Incidentally, that old name is now used by someone else.) On that particular English class in the school, or maybe on some previous one, I made a stupid pun about biscuits and inventing (in Finnish, both are "keksiä" (in sufficiently conjugated forms)), and thus I was suggested the name Biscuit. Of course, I didn't like it (but I couldn't think of anything else), so I altered it slightly. So it became Bisqwít. Later, it stabilised into Bisqwit. This all happened about 10 years ago, so yeah I'm carrying a nickname invented by some teenager (me). *sigh* The question remains, whether I should hate that teenager for that and whether he deserves it.   Probably not… I feel bad even thinking about doing that. And I suppose there's still some part of that teenager inside me that recognizes this as a name that fits for me, defying the impressions. Would be shame if there weren't, actually… Because if there weren't, the mind of that boy would have died for nothing. The name is pronounced like "bis-quit" or "bisc-wit". [EDIT 2008-01-04 by Bisqwit: The secrecy has expired.]
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
This movie now has a pending acceptance. It will be processed when I have time to make the tiny reforms to the site to make it separate from real-world games.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Rick wrote:
Bisqwit, I know that you're trying to garner some interest in your speed run there, but by voting "No" for your own movie, doesn't that sorta defeat the purpose of what you're trying to do?
I wanted to bring forth this game, not the movie.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Bag of Magic Food wrote:
It almost seems like the kind of hack that's meant to show off bugs with help from an emulator.
The fact that the hack enables jumping at any time (including any place in air) doesn't concord nicely with the theory. It's mostly a "guess what I was thinking" puzzle.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
I'll take this opportunity to vote on my own submission. And my vote is "no" :P (Reason: This movie does nothing creative. It's just an optimized walkthrough. (Though probably not maximally optimized.))
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
MahaTmA wrote:
Could someone explain the concept to me, please? It's hurting mine eyes!
Read Genisto's submission message. It explains everything pretty good.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Yes, the problem is not in how Genisto played, but in the fact that hacks like these exist in an unlimited number.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Oh man, that was horrible. This is not what I had in my mind when I spoke about making a "tool-assisted challenge" for Megaman... It reminds me of Atlantis no Nazo and Milon's secret castle. I'm not rejecting this. Yet. Uhum... Oh yeah, it's a crazy movie. Good job Genisto, but the game... :o
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Whoa. I didn't realize it was still "new".
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Ramzi wrote:
What's the significance of it stuff being divisible by 16? And I assume you mean Link.
Yes, I meant Link. The significance is that for a sequence of 8 seconds, there's a HUGE difference if the input can change 480 (8*60) times or if the input can change 30 (8*60/16) times during the sequence. n^30 is a lot smaller number than n^480. for all values of n when n > 1. Basically, decisions like this dictate whether the brute forcing takes 10 years or 10^400 years. :) Exponentiality is annoying, isn't it.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Easily explained by difference in color/brightness/contrast settings in different aspects (opengl, xvideo, ...) of your/<the AVI creator's> machine.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
nitsuja wrote:
Do you think it's possible for a brute-forcing or random search algorithm to be modified so that it infers the answers to these questions you asked from the results it gets?
No, I wasn't thinking of that. I was thinking of ways to decrease the search space.
Post subject: Re: Requirements for handling N64 games on this site
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
nitsuja wrote:
Separate savestate files are not required for from-start movies. Currently they are required for from-snapshot movies, which should change although that also shouldn't affect submissions.
Okay. I changed my mind, it may actually be an opportunity if the savestate is not embedded. And since it's not an encumbering thing for reset-based movies, it doesn't matter.
nitsuja wrote:
This is already being handled in the Windows version - it goes through and clears out .eep (and .sram and mempak) files on playback or recording "from start" movies. I think DeHackEd said he is not handling this in his version yet, although the code I have for it is platform independent so it should be not hard to add in a call to that code... (the function is called VCR_clearAllSaveData(), implemented in vcr.c)
Okay, I accept this.
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Shinryuu's movie was good for an introduction to this hack. I wonder why so many hack makers resort to creating bizarreness instead of something that looks cool and has consistent, non-bizarre themes? This game hack kind of reminds me of the Farscape episode where Chrichton travels a wormhole into an alternative reality where all the familiar elements are present but mixed together in a bizarre way. (And yes, the messed-up Coo theme annoyed me too.)
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Ramzi wrote:
In Zelda 1, we could brute force specefic dungeon rooms, particularly those with the blue darknuts, or those with the Patras.
What is the average time required to complete one such room? Can we assume a bomb will only be placed at frames that are evenly divisible by 16? Can we assume Zelda will change facing only at frames that are evenly divisible by 16? Can we assume that two different directions (up+down, diagonals) is not useful to be tried?
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Walker Boh wrote:
Seeing how Genisto breaks Chip n Dale 1 I want to improve this run of mine too.
I'm glad to hear that! :)
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Congratulations Genisto, you passed the 10 minute limit thought unbreakable by Saturn :) Also, congratulations on spotting this: I forgot about the bomb. Without watching Saturn's movie, I think your solution in H was probably the biggest individual gain in this movie compared to Saturn's movie.
Post subject: Requirements for handling N64 games on this site
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
It looks like the N64 emulator of choice is going to be Mupen64. I was going to copypaste the contents of the respective message in the VBA thread, but it looks like there are other factors. ✓ There's a way to detect its format (against, say, audio files) ✓ The file format contains information about video playback rate (Hz) (if non-constant) ✓ There's a way to detect if the movie begins at console power-on ✓ The file format contains rerecord count ✓ There's a way to calculate movie length without iterating the whole file through (there must be a method that works for all movies that are accepted by the emulator, including files that have garbage beyond the end of the stream) ✓ The file must be one piece (no separate required savestate files) ✓ The movie must be immune to savestates and saveRAMs present in the movie watcher's system Things marked with ✓ are ok, things marked with X are either not ok or need verifying. There seems to be an issue with leftover SRAM files (file extension ".eep"). If I watch the Mario64 movie close to its end, and attempt to restart it, it's not going through the Princess and Lakitu intro scene, but instead Mario immediately starts outside the castle outside. It would be nice if a movie could just be loaded and it works, just like that. X The biggest problem in N64 games we can expect is the emulator compatibility. Basically, each N64 game is a different story, as for how it works in Mupen64, and under which plugin settings it can be expected to be run. It can easily become an unnecessarily big amount of work if it's the controller settings are not standardised, and need to be manually changed every time a new movie is loaded. X Another issue we haven't decided yet, is what are the standards we use in the encoding of the AVI/MKV files. Resolution, antialias settings, and so on. Same for the screenshots. ✓ Of course, we need people to have ROMs of N64 games, too... [Edit: Dropped down the "announcement status"]
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Isn't it possible that doubly anti-aliasing the image results in a more blurry image?
Only if the processing is done twice for the same material. I believe the antialiasing enabled nvidia-settings does antialiasing by the primitive level (that is, antialiasing polygons etc), which should only improve the quality of the image, not be a filter for it. Though I don't really know. Edit: Aww, this thread has became hopelessly populated with AVI and mupen64 talk. I wish it stayed in Mario 64. But I can't move the AVI talk to a separate thread, because it's too entangled with the talk about Mario64... (-.-;
Post subject: Re: Scaling algorithms
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
nitsuja wrote:
Have you tried turning off the hardware antialiasing when doing this? Because you are basically doing software antialiasing on top of the hardware antialiasing, so maybe better quality and/or speed would result from turning it off, or turning it off and reducing from 1280x960.
I didn't try turning it off. It's done at no cost and I don't believe it can make the quality _worse_, so I enabled it. > I think of your 3 test AVIs lanczos definitely wins I added also cubic scaling for reference, but it seems to be the blurriest of all. Still untested are hermite, hamming, hanning, blackman, gaussian, quadratic, catrom, mitchell, bessel and sinc scalings. (From Imagemagick.) There seems to be some analysis of these algorithms at: - http://efflare.com/docs/CFX_ImageCR3/reference/advanced/resamplingalgorithms.html - http://www.dylanbeattie.net/magick/filters/result.html I'm using blur setting equivalent to 1.0. > Are you certain that this implementation of lanczos scaling cannot be further optimized? Most certainly it could. I just don't have much expertise on optimizing graphics algorithms. > wouldn't [it] be better to just render at 640x480 (with antialiasing, if it helps) > and encode to 640x480 at a somewhat lower codec quality setting. I'm not sure. > Also, is it just me, or is the shading on Mario way too dark in all of these?) I don't think I can affect that.
Post subject: Graphics comparisons (related to previously posted AVIs)
Editor, Experienced Forum User, Published Author, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Graphics comparisons. Left to right: no scaling, triangle, lanczos, cubic. EDIT: I added cubic, catrom and blackman scalings (in that order). The point of this first image serie is best demonstrated in animation. In the unscaled version, the fence is full of moire artifacts (unwanted animation), whereas the lanczos version is sharp but moireless. In the second serie, you can see that the triangle scaling is blurrier than the others. (Look at the brick textures and Mario's details.) In the third serie, you can see that the lanczos version avoids the aliasing artifacts of the unscaled version, while also avoiding the blurriness of the triangle-scaled version. (Look at the grating, and at the HUD.) Triangle scaling is basically the same thing as linear interpolation.