Posts for Bisqwit


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tjp7154 wrote:
Yeah, I had tried to follow the pixel placement of MM on the ladder, but that didn't work. The only almost-success I had was when trying it directly like you do. Ah well..
I always used the score-digits object as a reference. The right distance is exactly two pixels in between of the magnet beam and the score if I recall correctly.
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Well, at least modern day web projects are managed by an army of engineers and other workers of various trade, yet new ones occassionally pop up and are created by just one or two persons. The initial core invention often needs at most just a handful of people. But when adding features comes to question, that's when the schedule may warrant adding people. That said, I have no idea what the complexity of a game engine may actually be.
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My vote: no. While the playing is probably good, the hack itself does not seem noteworthy in any way.
Post subject: Re: Mirrors
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Flygon wrote:
Man, what is it with these Swedes/Finnish being far better with English than 'native' speakers? :p
For a foreign speaker, in order to communicate in a languge you have to learn it and know it. For a native speaker, it kind of comes for free because the baby mind absorbs it unconsciously, and the person never learns to appreciate it, so they go where the fence is low. That's a theory of the minute anyway.
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Flygon, your avatar is 100px × 128px in size.
http://tasvideos.org/ForumRules.html wrote:
Avatars should be restricted to at most 100 pixels in width and height
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It is not only a dying artform though. There are some projects for which assembler optimizations are extremely important and beneficial. x264 is one of them. I cannot find it right now (the best I could find is this), but there was a page that explained how exactly assembler optimizations help x264 gain speed by a significant factor. And it's not just because of the use of SIMD. From what I have read, even if you use the SIMD extensions of GCC (xmmintrin.h and friends), chances are that handwritten asm code ends up being faster. And vice versa, for large functions, chances are that at some point a compiler will do bad register alloction decisions and spill where it need not. This is especially true if the code contains large switch-case statements, where it is very difficult for a compiler to see which registers can be preserved across the switch-case and which ones cannot. Or so I hear, anyway. Related: http://x264dev.multimedia.cx/archives/category/assembly
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Warp wrote:
why don't you go and create a topic, or heck, a group, named "why warp is annoying" or whatever
Because nobody (I hope so) on this forum takes pleasure in "masturbating" over someone's negative traits. For this once (and not just this once), please do believe it that people are trying to help you into seeing what exactly is it that causes your posts to be perceived in a manner that puts your very personality into very negative light, so that you might learn from it. From what I see, you seem to be much more motivated in defending your own position than in learning that people do not, really, intentionally, get offended and upset for no reason over what you write, and that you do have room for change and learning of communication. From what I've talked with you for who knows how many years, your position has always been basically "if someone doesn't understand me the way I intended to be perceived, so be it, it's their fault" (paraphrase). And you're not even from Savo. You reap what you sow: one sided communication and misunderstandings. Do you want to continue reaping the same fruit? P.S. jslinux is indeed very cool. Thanks for the find! I made a video: http://www.youtube.com/watch?v=2gu6bdKDjoE
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DragonflyFTW wrote:
Edit - this PC's too poor to handle recording the movie playing back at 1x size with FRAPS.. Fail. -_-
Not to mention, screen recorders (which can be compared to a video camera) are a bad idea when you can capture the audio & video directly and precisely. Go here to get started: http://tasvideos.org/EncodingGuide.html
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I have been under impression that there is really no "no aspect ratio setting" option. If a video does not have an aspect ratio explicitly set, it implicitly means PAR 1:1, i.e. for NES, 8:7 (NTSC) or 16:15 (PAL); for DMG, 10:9; for GBA, 3:2; for SMS and Genesis, 8:7 or 4:3; for PC, 8:5 or 64:35 or 3:4 or 9:5 or 9:10, and so on.
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Well, in any case, the fact is MenuetOS has been written entirely in asm and that the author holds an asm-favorable idea. We are not defending that idea here. We are just reporting that the author thinks that way. So, Warp, while we can appreciate your fierce desire for correctness and facts, your apologetic/rebuttal oriented attitude is slightly misaimed here and as always, it upsets people because it is not easily distinguishable from attempting to start a fight. Thank you for the analysis regarding the role of the operating system in application efficiency.
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Highness wrote:
Bisqwit, maybe you should take a leap at it? I recon you have some experience in impossible programming languages, eh? =)
In fact I experimented with MenuetOS less than a week ago. I was surprised to see you posted about it around the same time. Coincident? A big problem with MenuetOS is that officially it supports one development tool only: Fast Assembler (FASM). There is a libc implementation for MenuetOS from years ago and a gcc cross-compiler, but I could not get them working for Linux-hosted compiling. The original author used djgpp-hosted compiling. That someone, or someone else has used them anyway to compile DOSBox, ScummVM and some other programs for MenuetOS. Just that they are ancient versions, relatively speaking. DOSBox v0.61 for instance. Given that DOSBox (which uses SDL) works, FCEUX (which uses SDL) should also work. The kernel API is very different from posix; for instance, the OS does not implement relative filesystem paths at all. This may pose a significant challenge for porting certain applications.
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Kuwaga wrote:
Nach wrote:
If you're seeing your SGB at 4:3, it's because that's what your television is doing.
Oh, then I must have misinterpreted some of the posts in here. In that case it isn't so clear what the technically proper way to encode it is. I thought the TV received an image that's already in 4:3.
No. The TV receives an image that has 224..240 scanlines and N nanoseconds of analog image data on each scanline (in which 256 pixels are presented). It usually tries to fit that optimally to its display area, making it appear at 4/3 aspect ratio, but especially older TVs often did a bad job at that: Any of the four edges could be either clipped by the tv's edges or be augmented with an extra black border. It was not a very accurate business.
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Nach, would you kindly show us a sample of a Super Game Boy game that has art specifically designed to look good on a 1990s television?
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Nach, when have you ever used that avatar that is shown in your screenshot?
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Dada wrote:
pirate_sephiroth wrote:
http://www.youtube.com/watch?v=4gk94iqJtLE
I assume this is some Finnish thing. You weird Finns.
I have no idea. Other than that Donald Duck is very popular in Finland.
Post subject: Judging versus Canceling
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Why a judge cancels the submission rather than rejects?
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I'm no legal advise to anyone, but I stick to my principle that reverse engineering is a human right.
Post subject: SGB and calculations
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I did not have SGB in mind when I wrote whatever I wrote, and therefore I agree that it was not well-thought, in moozooh's words. I have no qualms with the encoded video not including the SGB borders, and consequently, displaying with Game Boy aspect ratio, but I would like to see the borders in the screenshot. Let's see. SGB with borders: An imaginary 40 cm × 30 cm TV screen surface has 256x224 pixels cast to it. Each pixel therefore corresponds to a 1.5625 mm × 1.3393 mm area on the screen. The pixel aspect ratio therefore is 7:6. The 160x144 game content is displayed at an aspect ratio of 35:27, or ~1.2̄9̄6̄. SGB without borders: An imaginary 44.5976 mm × 40.1378 mm LCD screen has 160x144 pixels displayed on it. Each pixel therefore corresponds to a 0.2787 mm × 0.2787 mm square on the screen, for a pixel aspect ratio of 1:1. The 160x144 game content is displayed at an aspect ratio of 10:9, or ~1.111̄ . Yes, it can be seen from these calculations that the TV screen stretches the game's content very little horizontally (by 16.7 percent).
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In my opinions, terms like "broad band" and "high definition" are marketing hypespeak not unlike "special offer". Their meaning is very subjective and/or relative or abstract. It is why I avoid using them in any case.
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I also like the fishing in middle of lake one (without bike) very much. The (!) fits it very well, further improving the mood.
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My avatar is from Mega Man 4 title screen. This is how it originally looked like. I shrunk the original graphics a bit, created a smooth gradient and added a blinking animation. I have no idea why I chose it, other than being a fan of Mega Man NES games back when Mega Man 3 was new. The animation was just something I wanted to do. Later on, when I introduced the concept of mood avatars on this forum, I took a new screenshot from Mega Man 4, this time unscaled, and created a custom program which dynamically changes the palette according to options given in PHP URL parameters. . These appear in my posts today. The different colors were chosen to intuitively reflect the moods present in the post's text. Color of the body, color of the shadow, color of the greebles and color of the ear-interior were all carefully chosen. However, color-to-feeling associations are largely culture dependent, so what is obvious to me is unfortunately much less obvious to others. I have a few other avatars as well, but most are variations on this theme. Some of the others are event-related, such as the Hanukah candelabrum. In my profile appears the current default avatar (not used anywhere else), which is this: [img_left]http://bisqwit.iki.fi/fliers/avatar/owner/glcav.png[/img_left] It is a cropped section of my desktop background picture, which also appears in the beginning of my most recent YouTube videos. I just felt inspired to do it one day. One day I came across Portrait Illustrator Creator, and I experimented with it and created a completely new set of avatars. The new set was based on variations of this picture: , such as: After negative feedback, I discontinued using that set though. It did however resurface two years ago in an April Fools prank on tasvideos, whereupon I used Egypt-based avatars such as these two: . A variation thereof appears currently on my YouTube account.
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I vote for the one in which a Mew-assisted capture of wild Squirtle happens.
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DragonflyFTW wrote:
Oh if only we could use two screenshots instead of one on this occasion... :P
Off-topic, but to solve that dilemma, I have once or more times actually created a screenshot for a movie in photoshop Gimp. For example, this screenshot of Yoshi's Island is not actually from the movie. The scene does occur, yes, but the camera and other elements are differently positioned. Don't tell anyone!
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It's a fast walkthrough. I say "yes"*, it is entertaining to watch. The game appears professionally made: The soundtrack is good, the graphics, while simple, are also stylished, and the controls look good enough to make any playing look fluent and nice to watch. However, is the game supposed to lack antialias? It is somewhat distracting.** *) With reservations regarding the robustness of this TASing platform. **) I do realize I am basing my vote more on the game than on the TAS. Both contribute significantly to the entertaining viewing experience. As there don't seem to be obvious flaws to or anything particularly cunning about the TAS, the game's quality weighs more.