Posts for Bisqwit


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Truncated wrote:
It's probably my fault. :P
Nah, it has happened since August already. As far as I know, you moved there in September :)
Post subject: October 2004
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In October 2004 - The pages of the Nesvideos site were loaded about 194000 times, creating about 1.4 GB of traffic. - Hourly, most activity happens at 18 EET (average 1831 hits per hour) and least activity happens at 13 EET (average 1006 hits per hour). - Globally on my webserver, there were 1012023 hits, 6.1 GB of traffic, with average of 1360 hits per hour. - On the image server, there was 5.9 GB of traffic, which is a sum of 2229321 hits. - Saturdays were silent days, and traffic spikes happened in 1st (friday), 11th (monday) and 19th (tuesday). 600k users of MSIE 6, 278k users of Mozilla. Five most sought things on my site: "anime", "chrono trigger rom", "famtasia", "bisqwit" and "tales of phantasia rom". "nes videos" comes tenth, right after "uchiha". .jp (Japan) has raised to the fourth most frequently seen domain in the access logs, dropping .se (Sweden) to the fifth place. .fi (Finland) is seventh. The first three are .net, .com and unresolved ip address.
Post subject: lesson about the kanji
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I'm a beginner at Japanese, recognizing less than 100 of the kanji, but I can already vouch for them. In text constisting of latin alphabets, spaces are important. They provide anchors for the eyes to locate and to estimate the length of the current word. When reading text, the eyes jump from a word to the next, using the spaces as a hint. In Japanese text, there are no spaces. I will now show how that works. Here is a sample of Japanese text. Observation 1: all of the symbols in the text are the same width. They are all in a nice grid (except for the line containing the western "2" digit). Because most of the Japanese words are quite short, it makes it easy for the brain to estimate where the next word begins in the text. I have underlined the first three words from this sample text. It is easy for me to do, because the words are written partially using kanji. Kanji are easy to spot, even if you don't understand them. The kanji act as anchors in the text - when you see a kanji, it'll almost always begin a word. It acts as an anchor, similar to spaces in English text. Had the text written in hiragana, it would be (sorry, no image this time): いつもたのしくみてますが can you figure out where a word ends and the next begins now? It's certainly a lot more difficult. The human brain is very effecient in recognizing images. It is why we can read so fast. Kanji-using writing systems benefit from this a lot. When the reader sees the symbol "見", he can know immediately it is something about seeing, even before he has read the rest of the word. If it is written with the syllable "み" (mi), he has to guess from a lot more options and can only understand it when he has read the rest of the word. For this reason, the kanji make the text faster to read, once you are proficient enough to recognize the kanji. Incidentally, kanji have also a compression effect. In this example, the word "tanoshiku" (four syllables: ta no shi ku) is written using the kanji for "tanoshii": it is now broken into kanji TANO and the syllables shi ku. This makes three symbols, one less than if it had been written in hiragana only. This lowers the subconscious search time for the next word, and makes it faster to read. たのしく became 楽しく Japanese verbs are inflected. Due to the inflections, there are some word endings that occur from time to time. In this example, the third word reads as "mitemasuga,". The "masu" ending (ます) occurs very frequently in polite Japanese text, and it is usually the first thing beginner Japanese learners will be able to read. Since it always occurs in the end of the word and it's easy to spot, it makes up for an anchor (see the beginning of this post). The "ga," in this word is actually a particle meaning "but," or "because,". And yes, the kanji are very essential in differentiating words that are otherwise pronounced the same way. kami = 神 = god. kami = 紙 = paper. kami = 髪 = hair. Like I said earlier, readers who recognize these kanji will understand the meaning from kanji much faster than from the hiragana. This is why they are used. And because they're shorter than " かみ" (kami). Even without the kanji, the readers could understand the meaning from the context, exactly like in speech. But kanji just makes it faster to read. Only when the word is written separately without context, a kanji is necessary.
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So watch a couple of AVIs as well and you'll notice they're "perfectly Clear" as well. It's just the matter of bitrate. Ps: This discussion is in entirely wrong place. Did you read the forum description before clicking "NES Games" at the board front page?
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I must be a language genius then ;)
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I now incorporated Mahatma's logo with minor changes.
Post subject: Re: Snes9x feature request: Memory Goto
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Try posting your suggestion at the official snes9x boards: http://www.snes9x.com/phpbb2/viewforum.php?f=8
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It sounds like you created a quicksave while the movie was _not_ playing. In that case, there's nothing you can do to (except to manually add a frame number and other movie-specific records to the savestate file, which is not really something you want to do). If your problem is that you made a quicksave while recording a movie, but your snes9x crashed or you forgot to stop the movie before terminating it, just replay the movie and load your latest savestate - that should do it. Otherwise, I don't have a clue what you meant. _________________ PS. I don't understand your signature either.
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ventuz wrote:
have you tried to turn off "sound emulation" ?
Not a good idea. If watching your movie requires turning sound off, there's no way it's going to be published.
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Josh the FunkDOC wrote:
Does this not work at all on FCE Ultra? I tried it and nothing happened. If that's the case, is this a legit NES glitch at all? I'd love to see a run with this, but... -Josh
FCEU also disallows left+right in the same manner as VirtuaNES.
Post subject: Re: SMB 1 run question
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-ziplock- wrote:
EDIT: I knew there was an explanation for this one. I didn't wait to see what happened after I went in the pipe
Exactly :)
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Sorry for picking on this kind of insignificant thing though. Similarly, are you sure you react to the dialogs (what people say) in as swift manner as possible? While I understand that in Star Tropics, it takes some frames when the boy turns around and when the people you talk to turn around, it still looked a little slow... But I did like the cavern scenes. You handled the battles very quickly and the Michael Jacksonish jumping looked cool too :) Btw, hex-editing at FCM files is going to be even harder than hex-editing at other movie files, because FCMs are compressed.
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Zer0 wrote:
Questions: - Are you sure you entered the name and started the game as fast as possible? It was way slower than in Zelda. Does the game react slower?
I think it's done as fast as possible, I did it at 6% speed and tried a few times and always got the same result.
I agree with that it has slower reaction time than Zelda, but I disagree that you did it as fast as possible. http://bisqwit.iki.fi/kala/startr1.fmv does it clearly faster than in your movie. Star Tropics requires to hold the button for two frames and release it for two frames. And that's what I did.
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Zer0 wrote:
I'm currently workin on StarTropics. My progress that far:
This looks like it could actually make something. Questions: - Are you sure you entered the name and started the game as fast as possible? It was way slower than in Zelda. Does the game react slower? - Did you really have to talk to all those people? Is that the specific set of persons you need to talk to in order to get to the cave? Like, couldn't you have substituted the person behind the house with the person in front of chief's house?
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Cazlab wrote:
Why doesn't morimoto has an user here in the forums? I can't watch his site cuz it's all in japanese :/
In a certain way, you already answered your own question.
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I do what works. There's no one paying me to release a movie within a certain time limit, and therefore I don't stress myself with something I don't want to concentrate on too much. This movie will be released before monday morning (EET), and that information should be enough for you.
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VIPer7 wrote:
hmm then please explain to me why this file is almost 200 KB bigger than this file, although they contain the same movie.
Differences between test1.smv and test2.smv: test1.smv header says re-record count is 304, test2.smv says re-record count is 3. The number of frames is equal. test1.smv contains a long tail of 0-bytes. Explanation: snes9x never truncates the movie file while recording - it just rewrites the header. This means that the "tail" is, like you say, actions that never happened in the actual movie but did happen in some old version. Let's make a hypothesis: You make a 5 minute long movie. Then you load a save that cuts the length to 20 seconds. The file will still contain the data of your 5 minutes long movie, but the header says that only the first 20 seconds of it are relevant. Now you'll continue recording, until your movie is now 6 minutes long. Result: none of the old data is left in the file, because it is overwritten by the new data for the 5 minutes, plus 1 minute extra.
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feitclub wrote:
The root page is still there. http://homepage3.nifty.com/soramimi/
And the emu movie page is now gam.htm . The filenames have changed quite many times. I have hard time keeping up with the changes :) Truncated, the message I quoted is at page 2.
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If you have high rerecord count and your playing looks bad, I'll conclude you are an extraordinary sloppy player. If you have low rerecord count and your playing looks extraordinarily good, I'll conclude that the rerecord count has damaged some way. Either way, it doesn't pay the effort.
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Aww, you left with 1 excess missile. ;) Seriously though, when you destroyed the last boss and "time bomb was set", you escaped the place slower than Arc did. When the screen changed, your clock had 841 left, whereas Arc had 859 left. I don't see this caused by any item or health condition, so I'm assuming you just played less accurately than Arc did. This one was easy to check due to the clock, but I will assume this wasn't the only similar difference. Also, the playing in the last room looked quite a lot clumsier than in Zoizite's movie, for no reason (I can only imagine you had worse luck, but you can manipulate luck). One thing I noticed was that every time you had to shoot backwards, you visibly stopped to do that. I don't know how slow is Samus in turning around, but if it were me, I'd try to turn back and shoot for 1 frame, then continue running and not stop and wait until the bullets hit their target. I will not accept this movie - I'll wait for at least one more improved revision.
Post subject: the government denies the fact
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VIPer7 wrote:
As you probably know, the more re-records you do, the bigger your smv-file size will become, because it still saves "everything that was done wrong" (which is not viewable in the actual movie)
This is -not- true. It would require a tree structure to contain this kind of information and it simply isn't there. For precise details, look at http://tasvideos.org/SMV.html .
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ANGERFIST wrote:
is it going to be encoded to avi or not?
Yes it is. And it would have already been released if I didn't forget to put the author's name into the subtitles and had to re-encode it.
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Some of the battles (against robot masters) were boring. Even though they were simple to you, I think you could have used a wider variety of maneuvers. Such as hitting from different directions, or something. Repeating the same sequence of movements (jump, slash, wait) 6 times in row just doesn't look that cool.
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Seems like the problems with desyncs were caused by myself using a n ASMCPU=1 disabled version of snes9x... I'm slightly ashamed now. I'm encoding this movie succesfully now.
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/*- wrote:
ok... is the no vote a joke?
Could be. I recognize all the voters but one. I don't know who voted which.