Posts for Bisqwit


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Also, for the record, NTSC FCEU runs at 60.0998229384 FPS whereas NTSC NES runs at 60.0988138974 FPS. So it still wouldn't be correct :P And Famtasia runs at 60.00000000 FPS.
units.dat wrote:
ntscnesframe 655171|39375000 s palnesframe 66495|3325214 s ntscfceuframe (16777216 | 1008307711) s palfceuframe (16777216 | 838977920) s famtasiaframe 1|60 s snes9xframe 1|60 s ntscsnesniframe 357366|21477272 s ntscsnesiframe 358050|21477272 s
Post subject: Re: NTSC NES runs at 60.0988 FPS, not 60FPS. All times are w
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Dwedit wrote:
The times on this website assume that there are exactly 60 frames per second. However, the NTSC NES does not run at 60 FPS!
You are correct on both accounts. I can't really say why the FCM reading module uses 50.0 and 60.0 for PAL and NTSC respectively, instead of more correct number for NTSC and some other unknown number for PAL. Possibly because the right number wasn't known when the FCM reading module was written, and changing it later would have been cumbersome because all the movies should have been updated as well. This same assumption plays on all other movie formats as well.
The NTSC NES runs at 60.0988 frames per second while the screen is turned on, and 60.09847 when the game turns the screen off.
This detail I didn't know, though.
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moozooh wrote:
Wockes wrote:
12PM where in the world? Finland, USA....?
Does 12 PM in Finland differ from 12 PM in USA?
Yes, by 7 to 9 hours. Let me rephrase. Traffic lows were at 10 UTC (at average hits/hour 3654) and highs at 22 UTC (at average hits/hour 6405).
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I agree with FSF's definition of free software: ― The freedom to run the program, for any purpose (freedom 0). ― The freedom to study how the program works, and adapt it to your needs (freedom 1). Access to the source code is a precondition for this. ― The freedom to redistribute copies so you can help your neighbor (freedom 2). ― The freedom to improve the program, and release your improvements to the public, so that the whole community benefits (freedom 3). Access to the source code is a precondition for this. A program is free software if users have all of these freedoms. And I understand that a software does not need to be GPL in order to agree to those freedoms, but it needs to be GPL if the author wants to ensure that those freedoms cannot be robbed away. GPL is the means to ensure that those essential freedoms cannot be robbed away, even though it does rob the freedom of robbing those defined freedoms away.
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I'm slightly opposed to encoding the movie ID to the filename. It is not proper design to expose internal IDs to public audience, let alone make them a core component of the use experience. The current movie URLs use IDs because it makes them succinct and I haven't figured any other way to compose the movie URLs automatically, reliably and in a user-recallable way. I'd rather limit the scope of the IDs than to broaden it further.
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My original intention <<parallel thought: remember to merge threads>> in the naming of the files went like this: Ok, this is a Rockman 2 movie... so let's name it, Rockman2. That's what everyone wants to know ― the game name. The author is also nice to know, I'll add Morimoto. But to avoid confusion, put "timeattack" in between because it's a timeattack after all. So it became rockman2-timeattack-morimoto.avi. Using the same formula, I published later supermariobros2-timeattack-bisqwit.avi. But when I updated the movie… Version 2, I wanted to insert that version somewhere. The associated meaning of that number was that it is the author's Nth try. That worked well until someone obsoleted someone else's movie; after that it's been a mess. In retrospect, I think JXQ's suggestion of publication date would have been an appropriate selection. However, I'm opposed to changing the naming "starting from now" unless all previous movies are also changed at the same time; for consistency. (That would require regenerating the torrents, and consequently, having all the AVIs present; I could do the programming.) The reason why I'm restricting the filenames to lowercase letters and avoiding special characters is that I wish to avoid certain technical issues: ― Having upper- and lowercase letters in the filenames causes another maintenance burden to attend to when publishing new movies; if one spells "Supermariobros", other spells "SuperMarioBros", problems will occur: URLs and unix filesystems are case sensitive, and having mixed case hinders greatly the finding of the right file. ― Having spaces in the filename makes URLs cumbersome, and makes it difficult to use the files or URLs in scripts that use spaces as parameter separators (such as .BAT files in Windows). The problem is even further intensified with special characters such as %, ', (, &, ! and so on. I do not intend to remove that restriction. So the following must stay: ― Game name in the beginning ― Filename restricted to the following characters: abcdefghijklmnopqrstuvwxyz,-.0123456789 (space not included) ― Lowercase ― Author name appearing somewhere ― Indication that it is a TAS (subtle is good) Anything else can be changed.
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Xkeeper wrote:
Category (select one):
None/Other 100% any% low% warpless 2 player
| -3 stage ending | | 0 stars | | 0% | | 1 star | | 1-item | | 100 CDs | | 100% | | 100% kills | | 101% | | 102% | | 120 stars | | 120-exit | | 16 stars | | 1p warpless | | 1p warps | | 2 players | | 2-player | | 2nd quest | | 2p warpless | | 2p warps | | 4 cpus | | 4 Player | | 96-exit | | all items | | all levels | | Alucard path | | Alucard version | | any% | | −3 stage ending | | best ending | | Channel X | | fast 99999 | | first track | | glitched | | glitchfest | | Grant path | | Grant version | | item glitch | | Julius version | | Ken version | | low glitch | | Luigi only | | Luigi version | | Maxim Version | | minimalist | | Mode B | | newgame+ | | no glitch | | no minibosses | | one track | | pacifist | | princess only | | Pro levels | | quirkfest | | reuse levels | | secret ending | | sidestroller | | sightseeing | | small only | | Sypha path | | Sypha version | | warp glitch | | Warped | | warpless | | weird | | wild warp | | Zangief version |
Post subject: December 2007
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In December 2007 3797360 total hits 63990444 total kB files 109922 total unique sites 5103 average hits per hour I can imagine the 0-star Mario64 run contributing to traffic, but I don't see any particularly promiment new referrers. Weird. 55.99% ratio of Mozilla family hits 32.69% ratio of IE family hits (16.87% MSIE 7, 15.40% MSIE 6, 0.16% MSIE 5) 4.49% ratio of Opera family hits 0.25% ratio of Konqueror family hits Traffic lows were at 12pm (at average hits/hour 3654) and highs at 12am (at average hits/hour 6405). (Thanks http://rory.sharp.fm/rites/2005/04/noon_to_midnight_12pm_12am.html for letting me verify which was which; 12-hour format is ever so confusing.) Total amount uploaded via HTTP in 2007: 710 gigabytes. In 2006, the amount was 648 GB; in 2005, 210 GB and in 2004, 79 GB.
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I feel like the options presented in this poll are not very good. But given the options, I vote the 0-star run; it is a culmination of perseverance, and the game is iconic.
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Also, shouldn't "Venasu" be "Venus"?
Post subject: Re: N64 TAS of 2007
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Majora's Mask was the most interesting video for me.
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mushroom wrote:
It's a standard, you knuckleheads!
It was indeed "standard" on the Wikipedia page I used as reference in that post, but I chose "method" instead because I don't think all codecs deserve to be called standards.
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Warp wrote:
Nitpicking: H.264 is not a codec, it's a video format. A codec is a piece of software which encodes/decodes some format. An example of a codec which supports the H.264 format is x264.
I'm all the way towards calling those as "codecs" even though the proper term is video compression method. A video format is one such as NTSC or PAL.
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Widget: I don't know this game. Zelda: I don't consider the glitches in this game very interesting, but that's just me… Zelda 2: It looks to me like the glitches involving this game are very erratic and hard to control. Thumbs up. Sonic 3&K: Visually impressive glitching that benefits the TAS greatly. Thumbs up. Boy and the Blob thereof: The glitches in this game shorten the game dramatically, but unfortunately are not terribly entertaining. Meh. Mortal Kombat II: Quirky glitches. Meh. Pokémon Green: A meh+. I'm not very fond of wild warp glitches. DW3: Item glitch is relatively minor, though fascinating. Meh. Rockman&Forte: Don't know what's up with this. I'll go with Sonic 3&K.
Post subject: Re: SNES TASer of 2007
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My analysis: arne_the_adjective: One great submission. FractalFusion: One great submission. hero_of_the_day: One popular, two less popular submissions. JXQ: Two very popular submissions. Parrot14green: Two good submissions. Samhain-Grim: One less-popular game and one average game, two submissions of each. My vote goes to JXQ, for his submissions have sported the greatest amount of things worth watching. This is unfortunately biased on the basis on which games I like. But that often defines "worth watching" for many people…
Post subject: Re: NES TASer of 2007
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My analysis: adelikat: Many popular games, including a few high-profile games. Baxter: Master of millions of iterations. Only a few games, many publications. Phil: All are high-profile games. Strives for utmost perfection. Relatively few submissions. Randil: Many low-to-medium-profile games; almost all are improvements to existing movies. More NES submissions than anyone else. Master of storybook games. xipo: A few low-to-medium-profile games; some improvements to high-profile games. Surprising contester. My vote goes to adelikat, for his submissions have sported the greatest amount of things worth watching. Phil and Randil were also strong contesters, but Phil has too few of them. Randil has found the most improvements to different games, but the average of the games' interestingness is too low for me.
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Post subject: Re: Cursor*10
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Post subject: Re: NES Speedrun bounties.
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Because your post has everything to do with SDA and is SDA-specific and nothing to do with TASvideos except that these two sites share some audience, it does not really belong to this site (it is considered an advertisement) and I have proceeded to remove it.
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Since you ask about Final Fantasys specifically… FF7, FF6, FF5. If you include other RPGs, I'd add Chrono Trigger, Chrono Cross and Tales of Phantasia, not necessarily in that order.
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Hi, how's the progress? And 新年あげましておめでとう :)
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I object to anything that uses my nickname as a pun or otherwise.
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Once again, the fact that the VBM movie file does not supply adequate information for uniquely identifying the ROM, has its consequences. VBM only copies a few bytes from the ROM file; not enough to count out bad dumps, trainers etc.
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All of above. ― Route testing and redoing. ― Impressive becoming obsolete due to new discoveries. ―― And not being able to patch it in due to a parade of desyncs. ― Desyncs in normal rerecording operation. ― Vexing randomness. ― Feeling of futility when the game is not much appreciated. ― Time consumption in playing back the movie and creating it. ― Not being able to match previous accomplishment (one's, others') when trying to surpass the work.
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slashmolder wrote:
How is it possible to do that because even when I go down the pipe instantly I can not get to the warp zone. The only way I can do it is with the vine warp.
Please read the description on the page linked to by OmnipotentEntity. This sentence in particular, is the important part of it: If the screen is behind Mario (Mario is on the right side of screen), you can enter the previous Entry's target.