Posts for Bisqwit


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gamedirector wrote:
what kind of codec is this (the avi)? it doesnt play for me, only the sound
Did you read the FAQ, as suggested on every page of this forum? http://tasvideos.org/CodecProblems.html
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supermegavkoy wrote:
Why do you press pause?
Isn't it explained in the movie entry?
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Exceptions can be made, but they always need to be discussed and agreed beforehand. Now, what kind of exception should we make for this game so that it isn't too wide an exception to allow intentional undetected cheating?
Post subject: Krion Conquest
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Several new tricks have been found for this game... makes sense to start a game-designated topic.
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finalfighter wrote:
http://www.yuko2ch.net/rockman/doropitaver2.mpg Fast through the wall
This game is much more similar to Rockman series than I thought (and than I hoped). These are excellent findings. Who will make a new movie? (I don't like the game. :P)
Post subject: Re: "What you did wrong"
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DeHackEd wrote:
Wow. That's strange. The only reason for the run ending like it did, that I can think of, is the position where Pharaohman explodes. The level ending won't start until all the explosion effects have disappeared from the screen, and in Angerfist's movie, the longest route of those pulsating balls is almost the screen wide, whereas in Kopernical's movie it's only half screen long. It seems that it's always best to kill the bosses at the screen center. I've also thought that the same might be true for Rockman 1.
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It's an anticipated movie, and in brief analysis, it doesn't seem to have any glaring mistakes or untaken advantages that would bother me. Voting yes. Edit: Nice to see you found use for the trick I described, as seen in level 13.
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BisqBot's numbers are accurate. There is a movie to prove each one of them, but the movies are not viewable for mere mortals ;)
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A Runnelid wrote:
I had heard that for reaching Worlds A-D, beating it 8 consecutive times without a game over was a requirement.
Which is why, a certain patch is now allowed in the rules of this site. Read at: http://tasvideos.org/Rules.html#hacked_and_homebrew_games_are_not_allowed_
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Peter Box has been updated today. It has some new timings now (unintentionally), and some instructions (see the "Game details" page), and a kick feature by the request of Samurai Goroh! Also, the highscore saving bugs should have been resolved. The trick behind seemingly impossible times is to use mouse navigation. Point&click where you want Peter to walk to and he'll walk there, a tiny bit faster than if you navigated using keyboard. But it's risky, because he sometimes confuses the route. He will confuse it in predictable situations though, so it doesn't depend on luck. The kick move can also be used to improve times in a few levels. Kick is difficult to do perfectly, because you need to wait exactly 0.5 seconds before moving, or the kick is cancelled.
Post subject: tricks that were not used
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TNSe wrote:
Unless someone has any spoilers to make this better, this looks good. :)
I do have some. I have been making a 2-player movie a long time already (a few people know about it), and in the making, I discovered something that could be used in an 1-player movie as well. Most of the benefits in my 2-player movie are only usable in a 2-player movie though. (And in fact, 2-player movie suffers from lag a *LOT* more than 1-player movie.) [img_left]http://bisqwit.iki.fi/kala/snap/applezip.gif[/img_left] I call the trick apple-zipping. It saves a frame or two when it is used on the leading character. It can't be used with boxes or walls, but it can be used with all blocking non-damaging objects that exist as sprites -- includes at least Chip, Dale, the apples, the rubber ball, and the switches in zone D. And then there's also the faster way of handling the waterhoses: However, I'm voting "yes", because this is faster than the existing movie. Still, I strongly hope Saturn will make a new movie to take advantage of these tricks, and will finish that before my 2p movie comes. :P
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I think someone should add these explanations to the SuperMarioBrosTricks page. Anyone?
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Travis Wells wrote:
Bag of Magic Food wrote:
Maybe they could be the basis for future game design, as in "What kinds of exploits tend to crop up?"
I'm a game developer, and they've actually had the opposite effect. I wanna include weird tricks so my games can be speedran in insanely short (relative to the normal length) times :)
I have to agree with this statement. :) It's nice to leave around infinitely tiny holes to see if someone someday finds them.
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Omega[RPG] wrote:
You hacked the game, :It knows when your on a item and you hit a ceiling. You used a program to hack it.
That's EXACTLY the attitude that has caused lots of problems to scientists in the past. People who are filled with prejudice and refuse to accept new knowledge. People who think that scientific findings are witchdom. (And if you are going to say we're not scientists, you missed the point.) Now, if you ACTUALLY tested the game before spitting those claims out from your mouth, you would have found that the method how the game checks for ceiling-item collision is not perfect, and the method how Finalfighter&co abuse it, indeed avoids the item disappearing too soon. It's doable in real time on a real console. You should look carefully at this image, and then go try to do it yourself (if you fail, try again!) if you really care that much. If you don't care, you shouldn't spit those claims, because, well, you're wrong.
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Vatchern wrote:
the last movie, does it move to the floor above it? or the last room?
Likely the previous room, but I'm not sure.
Post subject: Downtime 22.7.2005 - 28.7.2005
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Obviously, the site is back up again. The problem that caused the site to be unavailable for 6 days, is mostly yet undetermined. Part of that problem was the ADSL modem crashing when it was remotely logged on to, and it had to be manually rebooted in person - which couldn't be done until Bisqwit returned home from his vacation.
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krieg747 wrote:
im not saying that it was perfect, but im saying that is was a bisqwit-quailty run.
At first I didn't know what to think of that statement, but yes, I think you are right. Although the glitch arsenal is new, the quality of the movie reminds me strongly of my own SMB2 movies from the earliest days of the Nesvideos site. Which means GuanoBowl is on the right road :P It's the enthusiasism "wow, it works! Let's go on" without concern to whether it can be done faster. Now he just needs to gain the concern about his work being beaten. :P
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> the only way i can get frame advance to work is to pause > the emulation, and then press the frame advance button. That's right so far. > i tried playing with that, and i fire immensely slower than at 1% speed. Then you didn't do it right. Hold B. Press frame advance once. Release B. Press frame advance once. Hold B. Press frame advance once. Release B. Press frame advance once. Hold B. Press frame advance once. Release B. Press frame advance once. Etc. That way, you have precise control over the fire. Naturally, you only will hold B on the frames you actually want to shoot. And naturally, if you hold B at two consequent frames, it's as if you press it only once, for the duration of two frames. With frame advance, you have precise - perfect - control over what happens at every frame. Without frame advance, you need to rely on your reflexes and luck. It is simply not possible to be slower with frame advance, because you have as precise control as it is ever possible. However, you may need to realize that the game actually doesn't react at the same frame you press the button. It will usually register the button at frame #n, and start the action at frame #n+1. This is regardless what kind of input method you use. Perhaps, with frame advance, you just realize it what you didn't realize before, because of increased precision.
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GuanoBowl wrote:
I would love to chat with some of you people about some stuff and get some different perspectives and opinions.
You are welcome to join our IRC channel.
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Maza wrote:
why on earth do you pick up some of the enemies (and few blocks) when you don't need them on anything, or am I just missing something? This just slows you down since it moves forward much slower while picking up an object.
For Toad, picking heavy objects actually speeds his walking considerably.
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Here are some my comments. ** Levels 1-1 to 1-3 ** - Overall no complaints. - No complaints for Mouser battle. ** Level 2-1 ** - At frame 11117, you bump against a wall, losing your forward momentum. One should avoid this. ** 2-1 sand scene ** - At frame 11995, in sand digging, you move when you could be digging. I understand you did this to handle the enemies. - At frame 12047, instead of sliding over the enemy to skip a row of sand, you picked the enemy up and threw him. = Extra delay - Consistently, your digging seems to be much slower than it needs to be. I'm fairly certain it could be made a lot faster. - At frame 12276, you didn't skip a row of sand despite being in the right position in regards to the enemy. - Apparently, you tried to move to the right in order to be able to slide over the enemy, but you weren't able to do it, which caused 1) delays when moving to the right 2) even more delays when moving back to the left to avoid the enemy. This scene could be made a lot faster. Killing Ostro with invincibility was rather cool though! In answer to your concerns about the star's behavior, I'm sure it can be manipulated somehow... - You use autofire a lot. - Frame 13613, you bump against a wall, losing your forward momentum. ** Level 2-2 ** - Frame 15207, you use a Beezo as platform, losing a few frames of momentum. - Frame 16097, sand digging scene, you managed to do the skipping of sand row, but it looks like it can be done at least 5 frames faster. - Frame 16273, same thing. - Frame 16414, same thing. - Frame 16776, same thing. - Frame 16942, same thing. - Frame 17009, a lot better - only 1 frame delay. - Frame 17422, at Ostro, you should have actually picked the first mushroom instead of the third one, to walk faster sooner. Would have saved a few frames. - Frame 17717, at Ostro: It's an effecient tactic, but I'm drooling: could you kill Ostro from the under side? ** 2-3 ** - Frame 16853, can the slow climbing made shorter, by jumping the ladder for example? - Frame 18849, how about picking something up to walk faster? If the plants don't help, perhaps you could luck-manipulate a Beezo there? - Frame 19721, the jump was a good idea, but are you sure that you could have made it a frame shorter? There was some room between Toad and the platform... - Frame 20498, sand scene: 2-3 frames of delay this time. Almost perfect, but not exactly. - Frame 20666, the Shyguy is too far, are you sure the trick actually saves time here? - Frame 20815, about 16 frames of delay here. The trick wasn't even nearly perfectly executed. - Frame 20924, about 10 frames of delay in the trick. - Frame 21180, about 6-8 frames of delay. - Frame 21282, about 2-4 frames of delay. - Frames 21381-21450, you should have moved differently in order to gain maximum horizontal motion at the first instant it's possible, instead of bumping against the wall etc. Saves maybe 10 frames. - Frame 21641, to reach the key, you jump 1-2 frames too late. - Jumping the sand up looked very unoptimized. - Handling of Triclyde looked very good. I think I have seen enough to know that this movie will surely be beaten - my estimate is that it will be beaten by 30-60 seconds. However, this is a very anticipated movie, and I don't think it's failing in entertainment, so I vote yes.
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I'm trying to check whether the first levels of this movie are carbon copies of Sleepz's play, but I find something strange. In the movie, you press right or up in controllers 2 and 3 very often. The movie file is filled with events for all three controllers, mostly controller 1 though. What is going on? But no, it's not a carbon copy... Still need to check if it's slower or faster.
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GuanoBowl wrote:
"SQL insert into submission" "SQLERROR In call GenerateEditView("submission_entry", Array())" "Cannot add or update a child row: a foreign key constraint fails"
Now, THIS is useful. I'll look into it. EDIT: Can you please send me the file you were trying to submit so I have even more clues.
Post subject: Re: Whats going on, eh?
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GuanoBowl wrote:
and it keeps giving me a weird script error
"Error happen! Help!" Now, if you told us what kind of error are we talking about (if it's one whose checking I've written, it should say something useful in English). How about telling us it so we don't have to guess what you might possibly be meaning?
Post subject: Re: Pokemon red / blue
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krieg747 wrote:
has this possiblity been discussed before?
You know there's a Search option at the forums? Heck, the relevant topic is even in front of your eyes if you just look at the topic list in the forum you posted this in.