Posts for Bisqwit


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Monthenor wrote:
What I want to know is how you can take a ~350KB ips patch and a <1MB rom file and end up with a 6MB rom.
Technically possible, but sounds wrong in this case, because SDW-cont shouldn't be extending the rom to 6 MB just for fun. It should contain 5 MB of updates, not 350 kB...
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feitclub wrote:
Bisqwit wrote:
Suraimu apparently likes cake.
何?
Apache's access log wrote:
<suraimu's ip> [15.04.2005 16:27:30] 0p "POST /nesvideos/forum/posting.php HTTP/1.1" 200 5348 "http://bisqwit.iki.fi/" "I like cake!" <suraimu's ip> [15.04.2005 16:27:36] 0p "GET /nesvideos/forum/viewtopic.php?p=31708 HTTP/1.1" 200 21049 "-" "I like cake!"
datte ba yo!
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Suraimu apparently likes cake.
Post subject: Re: Truncated's comments
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Replying to Truncated's comments... > > using Truncated's idea (route Q), the first zipping is left rather short > > (the buildup takes too much time) - cost-effeciency for the 4 magnet beams > > is bad > > You could use only the second part, if it's faster than recharging a second > time. But I doubt it, see below. Indeed... However, using the route P has another good feature: it avoids the red jumping junks' lag completely. > > route A has quite much delay in it > > Why not switch to F directly when you fall down from the beam at 23320, > shoot the cannon to the right and pick up the refill as you walk past > it at 23410? Is it because the magnet beam is still on screen? Yes, weapons can't be switched as long as there are weapon artifacts on the screen. (Curiously, it doesn't apply to the select-button pause.) Admittedly I didn't switch as soon as possible. I switched immediately after picking the first powerup. I didn't think of the method you suggested. The beam to the hole has to be made between the powerups though. > Also you seem to hit the corner at 23313. Turn backwards to just miss the > corner or incorporate the switch to F-weapon in the fall, since you only > need the vertical motion anyway. (Again, perhaps not possible since the > magnet beam is still on screen.) Hitting the corner is not fatal, because there is no horizontal acceleration delay in jumping. But the weaponswitch can't be done yet. However, I purposefully delayed the magnet beam as late as possible. If I had released the beam 1 frame earlier, the endpoint of the zipping would have been 16 pixels earlier (avoiding the corner). This would allow for switching weapons sooner. But, Rockman would drop onto the cannon, and the delay caused by that hit is not avoidable by pressing pause. > Are you already at max falling speed since you're walking off a magnet beam? No, since Rockman technically wasn't walking on the magnet beam. He was zipping inside a wall. Rockman experienced only a normal dropping (from ceiling), no magnet beam. > If all this is impossible for some reason, why not just recharge twice at > the cannons + flying bombs later? You have enough ammo to last until then. > Two extra weapon switches, but it looks faster than what you are doing in > route A at the moment. I initially rejected it precisely because of the weapon switches, but you may be right. It's possible to switch weapons 3 frames before the first cannon. > - 26030, why don't you go trough the wall here as your plan suggested > (route N)? Is it undoable? You mean route K? (N there stands for not doing it) I didn't do it because there wouldn't have been enough room to construct a full-length beam after that. The extra beam in the C/D room saves about 30 frames, by the way. Beam S (after Bombman's door) would have saved about 16 frames. > In Bombmans lair, why don't you miss the corner as close as possible when > going down? Is it because you will hit the enemies? If so, how about taking > them out with the F-shield? Yes, I would have hit the enemies. Also, F-shield is out of question because of the immense lag it creates in that tunnel. However, I should try to take the hit (before the door) as late as possible in order to pass through the first eye blob with the blinking. The only place where I can see that magnet beam could still be very useful, is at B and H. H is out of question because it requires 7-8 extra beams. B could be considered after all. The gain of F is rather small (and it's very difficult timingwise, because the beam must not be too long!) Using Q-aY-B, there would be 11 beams used (3 free) before the first ladder - not enough left for the 4 beams in the beginning of the next long road. That doesn't work. P-B would have 13 used before recharges - taking two recharges, there would be 3 used (11 free). Route E eats 3. -> 8 free Route C eats 2. -> 6 free Using one extra in C/D room -> 5 free Route N eats 3. -> 2 free The 1up room eats 2 -> 0 free. This route sacrifices aY and F for B. Do you think this is this worth testing?
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I have a new WIP. Same old address. https://files.tasvideos.org/bisqwit/bisqwit-rockmanv6-incomplete.zip So what's new is that the Bombman level has been played (almost. Bombman fight is underway). Check the WIP to see the route - it changed a bit because I found some optimizations that I didn't realize when I made the map. What's uncool though is that by preliminary analysis, the level appears to be 86 frames slower than in the published movie (measured from the death of Fireman until the opening of Bombman's door). Edit: I added a savestate that brings to the beginning of Bombman level for readonly seeking. Things I did better: - luck manipulation looks perfect - much more zipping than before Things that may have been worse: - route A has quite much delay in it - there's more lag in FCEU than in Famtasia - using Truncated's idea (route Q), the first zipping is left rather short (the buildup takes too much time) - cost-effeciency for the 4 magnet beams is bad Things that were wrong in the plan: - route D is bad. It requires too much buildup time and the actual zipping is very small. - there is need for only 2 magnet beams in the room with 1up. - having an extra magnet beam, it's faster to use it in the room of route C than to apply the route S.
Post subject: gah indeed.
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Why newbies never read the guidelines?
http://tasvideos.org/Guideslines.html wrote:
False: The fewer rerecords, the better. If you aim to minimize the number of rerecords, it'll most likely be visible in your result as sloppiness. We do favor skill-type measures such as doesn't take damage and played at hardest difficulty - these make the movie entertaining to watch. We do not care about how difficult you made it for yourself to make. Please use the best possible methods you can use to produce the best possible result. At this site, your movie will be judged the same way regardless of the methods you used to make it. Therefore you shouldn't handicap yourself.
Digest this message and you'll understand why this submission is rejected.
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Truncated wrote:
I don't understand the Fireman battle... surely it's possible to hit him as soon as possible all the time even without taking damage?
I tried rewriting this battle taking no damage, but it ended up 20 frames slower.
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Dost someone want to compare this movie with the WIP(s) found at http://tasvideos.org/forum/t/1699?
Post subject: Re: Life Force in 26 minutes.
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No need for double topic.
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Very interesting watching. It's only sad that Nintendo doesn't have the guts to release games that have that much creativity in them. Or do they? What I only wish is that Fusoya had added a "???" (boggled) emote to Mario (in addition to the existing ducking and looking up). It would be very fitting a couple of times when Mario stops for a while to think. :)
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Cordax wrote:
I DONT WANT TO HAVE IT ON GENS FORMAT I WANT AVI FILE FORMAT
Shout at us, and we'll shut our ears. Natural reaction. As a gesture of politeness (which seems to be lacking on the shouting party), I'll point you towards the http://tasvideos.org/FAQ.html which should answer your question.
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FODA wrote:
I tested the jumping, i jumped by holding A for 1 frame on a flat surface, against holding A as much as possible on the same surface, and it saved 3 frames.
Apparently, jecy has found a flaw in the Guidelines!
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Shakespeare wrote:
Bisqwit wrote:
Wrong thread.
Yap But I think this thread match to FDS version as well.
No, the SMB2j thread is here. Posting to the right thread is important. If it didn't matter which thread we post to, we wouldn't have threads here. Everything would be going on in just one thread. Threads are there so that you can find the right topic fast. It's help in searching. And also for keeping topics in topic -- easier to discuss.
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Shakespeare wrote:
What do you guys think about a Warpless Run of SMB2 Japan (FDS). It will be awesome watch i guess :P
Wrong thread.
Post subject: Re: Hey, where did FCEU go?
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WWWWolf wrote:
...and this Blip's version isn't quite compiling right in Linux. (Well, it didn't a month ago.)
Follow the instructions at http://tasvideos.org/ConvertingFCMToAVIInLinux.html to create a Linux build of the movie-support-FCEU. Specifically, pick the patch that doesn't have AVI support.
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jecy wrote:
If I start over again to avoid some lag but maybe faster or slower and no new strategy boss fighting. Is it worth to do just improve or worsen some seconds ?
If it improves, it is very much worth it. :) By the quality of this movie, even one second would be a good result (more would be incredible...). I support your decision to have the movie no-damage.
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Excellent movie. I'll vote yes. However, I have a feeling this won't be the last Batman submission... Perhaps it's something lag-related?
jecy wrote:
I dont know how to add these descriptions into my submission, sorry.
Open your submission page (link in the first post), click Edit and add the text, then click Save. For formatting help (how to create lists, break lines, etc) - read TextFormattingRules.
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Sleepz wrote:
If you can snatch the magnet beam using the ladder trick without Gutsman, then that might open up a new top tier route. I haven't been able to do it without leaving the wall. Bisqwit, is there a trick to that, or is it just frame by frame timing and accuracy?
To do it, you need to walk away from the wall, and jump at exactly the right frame (1 frame before you are able to pick up the beam), and (as I recall,) exactly 1 frame later press left (while you're inside the floor) so that you'll zip back into the wall. (I'm not sure whether you need to press left - the mere jump might bounce you back into the wall.) So no, I don't think I'm going to see anyone doing it in a speedrun.
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Nach wrote:
You don't expect to have development just stop on all emulators because you have a movie site, do you?
Of course I don't, I was just sighing aloud.
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Thank NesVideoAgent for that :P
Post subject: Re: hmm, hey
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Welcome.
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I have no slighthest idea whether the strategy in this movie is good at all, but it's level of play is awesome.
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feitclub wrote:
At first I was deeply offended, because I thought "Ignore Mod" meant "Ignore Moderators" and you were trying to ignore me. That hurt. Now I get it though.
Heh, I had the same reaction. But I think it's better to deal with the problems than to ignore them...
Post subject: Re: plan comments
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Truncated wrote:
The green binoculars which say "Recharge TWICE?!" you can explain at once because I'm totally clueless there.
The "green binoculars" points to the green text at the bottom of the image. I intend to go through the wall there, and when I do (circled), Rockman appears at the left edge of the screen (circled) and may collide with enemies and shots. Thus the warning. It's a "note to self". The text "recharge twice" is unrelated to that note and expresses an idea denoted by "bY". > Do you have framecounts of how much time you save for every extra letter, or how do you decide which ones to do? No, I haven't played it out yet. I intend to test the two routes written in the blue box at the center of the image. Other choices I have evaluated by comparing the length of the zippings and the time required to do refills (shoot, switch weapons, wait for beams to disappear, etc). > Switch places of 4 and 4/8 Hmm, at first I didn't understand what you meant, but upon closer study now I do. You meant that the first stretch should be shorter and the second begin at the top of the pillar, for maximum length. That's an idea I forgot to consider! I will have to check that. Anything that saves shots is a good thing. The problem in the pillar is that there are those annoying red jumping junks... EDIT: Your idea has now been incorporated into the plan (route "Q"). Reload the image to see... Thank you very much!
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The "H" and "A" routes of this map are probably interesting to some people. I quickly made a FCM that demonstrates them. https://files.tasvideos.org/bisqwit/bisqwit-rockmanv6-hroute.fcm Skip over the Elecman level (I still haven't fixed the savestate-based movie recording in my FCEU version). Edit: Thanks schneelocke.