Posts for Bisqwit


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OgreSlayeR wrote:
Hopefully soon this site will have some GB and GBA movies to watch.
I just received the source code from shaneduddddy2. Here is the diff between VBA 1.7.2 source and the source he sent. http://bisqwit.iki.fi/src/vba-src-shaneduddy-diff.gz After doing the following: - cleaning CRs - removing a mysterious APS file (probably a microsoft c++ cache) - removing duplicate SDL files (SDL.cpp, debugger.cpp, debugger.h) It shrank from 800 kB to 100 kB. It still contains some excess stuff, but I think I can figure it out. There seems to be three things: - Lots of things to keep game in sync - Lots of Windows stuff (autogenerated localization stuff in resource files) - And actually the movie stuff is very well hidden. I can't easily figure out what happens, but it seems to write the movie file in VBA::~VBA(), and initialize the movie file data in win32/MainWndFile.cpp ... This demands investigation. There are some weird ducks in the patch... can someone see what's wrong in this patch? :)
       if(register_LCDC & 0x80) {
         clockTicks = gbLcdTicks;
       } else
-        clockTicks = 100;
+        
 
       if(gbLcdMode == 1 && (gbLcdLYIncrementTicks < clockTicks))
         clockTicks = gbLcdLYIncrementTicks;
The movie file format seems to be quite brief:
      theApp.movieFile = fopen(theApp.MovieName,"wb");
      int version = 1;
      for(int y=0;y<theApp.actions;y++)
{
fwrite(&theApp.MovieBuffer[y],1,4,theApp.movieFile);
}                         
      fclose(theApp.movieFile);
      movieFile = NULL;
Notably, there is no header whatsoever :P This code was from VBA::~VBA(). In MainWnd::OnToolsRecordStopmovierecording(), the same code is found again, with a tiny slight difference:
      theApp.movieFile = fopen(theApp.MovieName,"wb");
      int version = 1;   
for(int y=0;y<theApp.actions;y++)
{
fwrite(&theApp.MovieBuffer[y],1,4,theApp.movieFile);
}  
      fclose(theApp.movieFile);
      theApp.movieFile = NULL;
I'm not mocking shaneduddy2. I'm glad he started the work, but I'm somewhat amused of some findings at the code. :) I promise to look more at this at better time (weekend at last).
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Truncated wrote:
Yeah, those are definitely suggestions for improvements. Is he making a new movie already?
I don't know. Earlier he said he's quite exhausted with Rockman 2 now. The same was also apparently the reason for Morimoto's long pause with it. He simply got sick and tired of it, so to say. And yeah, I've been advertising FCEU to him for a while.
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Bisqwit wrote:
I posted this on Finalfighter's guestbook - let's see what he says.
Here..
http://jbbs.livedoor.jp/bbs/read.cgi/news/96/1105303779/-100 wrote:
34 名前: Bisqwit 投稿日: 2005/03/10(木) 07:14:26 https://files.tasvideos.org/bisqwit/rockman2-heat-method2.fcm - old method - 48.97 seconds https://files.tasvideos.org/bisqwit/rockman2-heat-method1.fcm - new method - 47.83 seconds Discovered by Blublu 35 名前: FinalFighter 投稿日: 2005/03/10(木) 15:03:23 >>34 これは気付きませんでしたなー 36 名前: FinalFighter 投稿日: 2005/03/10(木) 15:11:01 一応速くなるだろうという個所は数カ所存在して、 〇右向きで1号に乗っている個所で左向き乗りでいける場所 〇エアーマンのボス戦(パターン選択で別のパターンが出るように頑張る) 〇バブルマンの壁抜け 〇バブルマンのボス戦 〇クラッシュマンの梯子テク→壁抜けの個所 〇クラッシュマンのボス戦 〇クイックマンの最初の壁抜け とかがおそらく速くなると思っています 道筋の発見としてはBlublu氏のものが初めてですな
Reply #35 says that this thing wasn't thought at all, but I'm a little lost with #36. It lists some ideas for various levels, I think.
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What is the value of a good idea that doesn't work? :P https://files.tasvideos.org/bisqwit/rockman2-woodman-fail.fcm https://files.tasvideos.org/bisqwit/rockman2-woodman-fail.avi Too bad pausing resets acceleration. Ps: Took 2367 rerecords to do that.
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OmnipotentEntity wrote:
Could he have used the Item 1 at the Airman entrance to glitch through the wall? (7:45) He did it at Woodman. And in a few other places iirc.
I asked him this many times, but he insisted that the gain is cancelled out by switching weapons.
It might be possible to do it in Crashman's stage if you use Item 3 in the first room as well. (I haven't tested this though)
Not in the first room. It requires that the Item thinks the way is all free. If the Item sees a ceiling, it'll disappear.
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I'm baffled. Again. Congratulations Blublu. I posted this on Finalfighter's guestbook - let's see what he says. :P
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Blublu wrote:
Edit: I did a small amount of testing, and my not-so-optimized result is that this could save approximately one second. I might just be dreaming...
If you are dreaming, so are we all. https://files.tasvideos.org/bisqwit/rockman2-heat-method2.fcm - old method - 48.97 seconds https://files.tasvideos.org/bisqwit/rockman2-heat-method1.fcm - new method - 47.83 seconds
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OmnipotentEntity wrote:
At 16:55 <s>Morimoto</s> Final Fighter could have presumably placed himself inside the wall above him and headed off screen to the right. I was wondering where that leads. Probably to a crash or something. But I'm just curious.
This one is easy to answer. Welcome to glitchland! https://files.tasvideos.org/bisqwit/rockman2-bluh.fcm Here we introduce the concept of "visual screen" and "physical screen". I'm expaining them in detail at: http://tasvideos.org/GameResources/NES/Rockman#toc19 .
Post subject: What if it was a no-hit movie
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georgexi wrote:
i am curious how many extra seconds a "no ugly hits" movie would be :/
Considering it would need a completely different route in order to be able to kill some obstacles fluently (which would again mean that some shortcuts can't be used), it's very difficult to estimate. If the route wasn't changed, I'd sum roughly: - 00:00:31 - 2 seconds (kill the shell, wait for things to move out from way) - 00:01:33 - 4 seconds (for a period Bubbleman is too well protected, must wait for better opportunity) - 00:02:41 - 3 seconds: wait until the robot jumps (or kill it and wait for it to shrink enough to jump over) - 00:03:30 - 1 second: avoid colliding with Flashman - 00:05:25 - 3 seconds: wait until the robot jumps (or kill it and wait for it to shrink enough to jump over) - 00:06:54 - 2 seconds: must wait for shooting range - 00:11:33 - 4 seconds: avoiding hits here would need another strategy - 00:16:49 - 3 seconds: hit-avoider has no other choice but to wait - 00:18:10 - 3 seconds: this cool strategy can't be used in a no-hit movie - 00:18:41 - 4 seconds: there's more to this strategy than it looks. Try it yourself. Notice the position of the item-3 when Rockman reaches the upper platform. - 00:20:41 - 3 seconds: don't forget to count the weapon switch times. - 00:20:55 - 1 second: taking hit allows to get closer to the target and thus shoot faster. - 00:22:15 - 4 seconds: likely also weapon switch times - 00:25:34 - 1 second: taking hit allows to get closer to the target and thus shoot faster. Total: 74 seconds
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Omega wrote:
The last part of the sentence should be a little lower in the hierarchy, though, because it directly relates to what I'll call the "root" of the sentence.
Yep. Another way of parsing: are { - there - places - { - - so - - few - - where - - { - - - think - - - { - - - - could - - - - one - - - - that - - - - { - - - - - could - - - - - { - - - - - - run - - - - - - - the - - - - - - be - - - - - - - improved - - - - - } - - - - } - - - } - - } - } - that - { - - is - - { - - - equal - - - { - - - - to - - - - amount - - - - { - - - - - the - - - - - of - - - - - events - - - - - - recorded - - - - - - - ambiguously - - - - } - - - } - - - probably - - - amount - - - { - - - - the - - - - of - - - - possibilities - - - - - those - - - } - - } - } }
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No, in MM2, jumping on a moving platform doesn't give the speed of the platform.
omeg wrote:
There are so few places where one could possibly think that the run could be improved that the amount of those possibilities that are nulled because of them being optical deceptions is probably equal to the amount of ambiguously recorded events.
After careful thinking, I understand what you say but I can't parse that sentence into a logical grammatical structure. But when I attempted rephrasing it, I finally succeeded in parsing it: There are so few places { - where one could possibly think - { - - that the run could be improved - } - that the amount of those possibilities - { - - that are nulled - - { - - - because of them being optical deceptions - - } - - is probably equal to the amount of ambiguously recorded events. - } } Now, care to tell what are "ambiguously recorded events"?
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Booda wrote:
I'm a little confused how this scoring system works. If there's 10 questions for each section, how can the percentages be anything other than multiples of ten?
There can be half-correct answers.
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The rare occassions of taking damage look mostly crude in this movie, but there's just no better alternative. Sometimes things are like that.
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FODA wrote:
i will record a normal run to give him ideas. its not hard to kill the boss by keeping him on screen even when playing normally
Please don't forget the Batman run. :) (And SMB3..)
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Haven't received anything.
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Makou wrote:
No, that's the kind of jumping I was refering to. Another example is in Flash Man's stage. I honestly never noticed any kind of increase in falling speed at any point of a jump, which is why it seemed pointless to me.
You've really never used to pause the game to reset the falling speed to zero, for example in the spike tunnel in Wily 3? If you really haven't observed Mega Man's falling speed actually accelerating instead of being constant speed, I can say you aren't very perceptive... Falling speed always starts from zero, and starts growing, the longer the fall. It's clearly a difference whether the falling speed at the level of the pit is 0 pixels/s (just walked over the edge, starting faling) or 2 pixels/s (falling down from a tall jump).
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Makou wrote:
Megaman is made to jump in places that it doesn't seem he has to in order to save any time
The only thing I can guess you are referring to are situations like this: This is a generic technique. It's idea is to maximize the falling speed when the immediate goal is to go down as fast as possible. It is faster to jump into the pit than to walk into it. If this is not what you meant, please explain. Edit: Ah, and also there were jumps involved when item1/item2/item3 were used. That's because when Mega Man throws those items, he'll stick his arm out and refuse to walk/climb for a second or two. But he can jump. It's obviously faster to jump (and progress) than to wait until Mega Man is satisfied with the look of the item he threw. Example:
Makou wrote:
many of the hits taken to save time -- against Bubble Man, almost all hits within the stage stages -- appear to be laziness rather than an attempt to acomplish the goal.
He took a hit against Bubbleman in order to be able to deliver 4 hits without having to avoid Bubbleman's shots. It is clearly faster. Also, he took hit from the big jumping robots in Flashman and Heatman levels, because the two other choices would have been to use an item1 to jump over it, or airman weapon to shrink the robot and wait a bit until it can be jumped over. Both are much slower than to take 1 hit and go.
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Cazlab wrote:
Omg damn fcking crap test! I didn't read the "You must be over 18 to play" text! I answered all the questions and then just BLAH! And I couldn't go back to change my age either :/
Doesn't mean you can't submit it...
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FODA wrote:
gave up the google one when it asked about statistics on google
The point of the test is to test how good you are in finding information. It is a very important skill for everyone. For Internet users, the most obvious way of testing it is how good you are at using a search engine to locate the information you want.
Post subject: Tests for ya!
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Tests for ya! Test your English: http://www.okcupid.com/tests/take?testid=14457200288064322170 Test your Google skills: http://www.okcupid.com/tests/take?testid=17597675727580996154 My results: 80% accuracy and 86% speed for Google 86% Beginner, 86% Intermediate, 87% Advanced, and 55% Expert for English
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Spawn wrote:
In the actual Rockman 2 movie, I think you can save time, when you use the Rush-Jet in the Heat-Man level on the lava!?
Item-2 was acquired from the Airman level, which was the next level in turn. Item-1 was used a lot in Airman level, and it is acquired from the Heatman level. so there are two choices: - Use item1 in Airman level - Use item2 in Heatman level Both are not possible to accomplish in same movie. You already can guess which one is faster. Of course, you could have found this information out yourself if you had paid attention to the movie...
Spawn wrote:
Every movie i downloaded from the site is laggin' now and desync' from start on, I use VideoLan Client to play the Avi-files, because my other players can't play them - any idea's?
You need a codec which supports B-Frames properly. I believe the next poster provides a relevant solution at this.
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So are there plans to improve the movie?
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Truncated wrote:
What I saw, but you commented on most of it already: In 1-1, could you superjump off the vine the first thing you do after getting into the sky part?
It doesn't enable going high enough. You see how tall it goes when he uses it at Birdo in the same level. But the actions in the 1-3 chain scene were very cool. Mouser battle was very good also. I wonder what's up with the throwing sounds...
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kopernical wrote:
Bag of Magic Food wrote:
So I would assume Rockman 2 works the same way if he didn't bother to turn around.
Yeah, as soon as I posted I thought, of course they would have thought of it and they didn't do it cause it doesn't work.
I'd call it healthy sceptism.
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kopernical wrote:
But I did want to point that there were a few places where, while taking hits, they could have turned around to get knocked forward instead of backward.
In the Flashman level, I suppose? Are you certain this would have been possible?