Posts for BrunoVisnadi


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Warp wrote:
Masterjun wrote:
A surprising result from this dice tie problem is that for 2, 3 and 4 players the median method results in higher tie chances, whereas with ≥5 players the normal method has a higher tie chance.
Well, that's indeed surprising, and rather counter-intuitive. Is there an intuitive informal explanation of why this is so?
It's actually very intuitive if you imagine a really big N. Following OmnipotentEntity's logic, say N = 10^6. It's almost impossible that no one got a 6 in 1d6, and it's also extremely likely someone got a 6 in 3d6. In which one do you think it's more probable that someone else got a 6? It's still extremely likely on both, but it's easier to see it's more likely on 1d6.
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Hello! This seems better than your previous tries! Well, I can't help you with this game, if you want tips for SMW though than you can talk to me :) But let me be honest with you, I think there are very few movies on this site that are harder to beat than the current SMB1 warps movie, done by HappyLee: http://tasvideos.org/1715M.html. If you want to have something published, and this is the game you want to TAS, I would suggest you to try a good hack of the game, or some category other than warps. To see what you can improve in this specific movie, just compare it with the movie I linked to you. Good luck in your next TAS!
My YouTube channel: https://www.youtube.com/channel/UCVoUfT49xN9TU-gDMHv57sw Projects: SMW 96 exit. SDW any%, with Amaraticando. SMA2 SMW small only Kaizo Mario World 3
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HHS wrote:
Oh crap, didn't see that. I gave up after checking 31, thinking I was completely on the wrong track, lol.
To not check every number, you can use congruence modulo 16 and 5, to proof it wouldn't work with any number smaller than 71. The difficult part is to proof it indeed works with 71.
My YouTube channel: https://www.youtube.com/channel/UCVoUfT49xN9TU-gDMHv57sw Projects: SMW 96 exit. SDW any%, with Amaraticando. SMA2 SMW small only Kaizo Mario World 3
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There is no reason to obsolete Super Demo World. These are pretty different games, the site isn't running out of space or something, and I don't think a SDW TAS is less entertaining or replaceable at all by a JUMP TAS. I'd like to know if there is the possibility of this hack being published without obsoleting anything else, like SDW, KMW3 and TSRP were. I find it is a very good hack, but I don't know how rigorous the site is.
My YouTube channel: https://www.youtube.com/channel/UCVoUfT49xN9TU-gDMHv57sw Projects: SMW 96 exit. SDW any%, with Amaraticando. SMA2 SMW small only Kaizo Mario World 3
Post subject: Janked Up Mario Party - JUMP (Super Mario World Hack)
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This hack is getting very popular between Super Mario World speedrunners. Would it have a place in this site? https://www.youtube.com/watch?v=XbXRljTOJLA
My YouTube channel: https://www.youtube.com/channel/UCVoUfT49xN9TU-gDMHv57sw Projects: SMW 96 exit. SDW any%, with Amaraticando. SMA2 SMW small only Kaizo Mario World 3
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ShadowWraith wrote:
If my logic is correct, the answer is 1.5707~ times the speed of the man, or pi/2 times his speed. Reasoning: We have a square area of length n metres to a side.
|G----|
|R    |
|     |
|     |
|M    G
|-----|
The ram is in the top left corner represented by the R symbol, and the man is in the bottom left corner, represented by the M symbol. Assuming the ram does not pursue the man directly, but instead heads straight for the gate, we find that the lower bound for the ram's speed to reach the gate at the same time as the man to be sqrt(2) times the man's speed using pythagoras' theorem. This is not the case, however, and the ram is constantly charging the man, adjusting his direction as the man moves. This means the ram's path will be curved, and the final path drawn after both have moved to the gate will be a quarter circle assuming they both reach the gate at the same time. From there, it's a simple case of calculating the length of a quarter circle (2pi*r / 4) = pi*r / 2. Since we can assume the length of each side of the area to be 1, that works out to pi/2. If the ram moves at pi/2 times the man's speed, he will catch the man at the gate. If the ram moves faster, the path will be straighter and he will catch the man before he escapes. If the ram moves slower, he will miss the man entirely.
The trajectory of the ram will be a curve, but I don't think it will be perfectly circular. Let T be the time it takes to the man and the ram to reach the corner, and M the side of the square. If you use analytic geometry to see where the ram would be facing to at the moment T/3, considering a perfectly circular trajectory, it would face to the point sqrt(3)/3 of the side of the square, which is approximately 0.577M (considering that 0 is the initial point and M is the final point). The man would be at point 0.333...M. So the ram isn't facing the man, a contradiction.
My YouTube channel: https://www.youtube.com/channel/UCVoUfT49xN9TU-gDMHv57sw Projects: SMW 96 exit. SDW any%, with Amaraticando. SMA2 SMW small only Kaizo Mario World 3
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FractalFusion wrote:
Given a positive integer n, there always exists a power of 2 for which the final n digits do not have 1,2,4,8, so mod 2^m or 5^m arguments don't work.
How do you know that?
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Again, sorry for the bad message you've received. You might want to check out actual TASes before, since this is what the community is about. I don't think it is possible to delete your profile, so just don't log in again if you don't want to. If you really want to delete your profile for some reason, you probably would have to contact some admin, I guess.
My YouTube channel: https://www.youtube.com/channel/UCVoUfT49xN9TU-gDMHv57sw Projects: SMW 96 exit. SDW any%, with Amaraticando. SMA2 SMW small only Kaizo Mario World 3
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Sorry for opining in this topic as I have no knowledge about Bizhawk as well, and I'm not an active member of the community. But I'd like to point this was a very rude and unnecessary answer. We should treat better our newcomers. There is a lot of arrogance and rudeness in TASVideos, and I can tell it as I have also being treated in a very rude way some times by experienced members of this community, especially when I was very new here too. This isn't acceptable at all, it will only make TASVideos to stop gaining new members, and thus to get smaller and smaller.
My YouTube channel: https://www.youtube.com/channel/UCVoUfT49xN9TU-gDMHv57sw Projects: SMW 96 exit. SDW any%, with Amaraticando. SMA2 SMW small only Kaizo Mario World 3
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jlun2 wrote:
1. What and why does this happen 2. This game's categories are becoming more and more like Super Metroid. I assume this doesn't work on the GBA right? If yes, then I guess any hope of a relatively glitchless run will be for that. :P
1. Shortly: The effect of touching a goal tape depends of in which Y screen it was spawned. If it was in screens 0-3, it's a normal exit. If it was in screens 4-7, it's a secret exit (so 'secret' goal tapes are actually normal goal tapes, but they spawn way below the level, and go to their normal position in the next frame). If it spawns on screen 8 or higher, it has this weird effect of warping Mario from main map to a submap, as Valads said. The way we made it was to throw an invisible Yoshi in a pit in a way that the goal tape spawned it his tongue while he was falling, exactly when he passed by the 8th screen. This requires a combination of many glitches, and Valads video will explain exactly how we did that. 2. In GBA there is no block duplication, so even if the warp glitch works, it would be impossible to set up it. Also there is no item swap, so even with 2 Yoshis it still wouldn't be possible. If you use an emulator cheat to make the goal tape to spawn in the 8th screen, though, then probably the warp would occur indeed.
My YouTube channel: https://www.youtube.com/channel/UCVoUfT49xN9TU-gDMHv57sw Projects: SMW 96 exit. SDW any%, with Amaraticando. SMA2 SMW small only Kaizo Mario World 3
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I'm really sorry to say it... But I'll not be doing anymore the TASes from this list. About a month ago I was TASing a lot and had WIPs of 7 or 8 games, and not that I stopped enjoying it, but I saw I was spending too much time with it, really too much. To have more free time for other stuff, I decided to just drop everything and stop TASing. After 2 weeks of thought I changed my mind, and now I intend to TAS only SMW and SMW hacks. So I'll not be TASing anymore the games from The first 500 list. Sorry about that, Alyosha, please remove my name from the games.
My YouTube channel: https://www.youtube.com/channel/UCVoUfT49xN9TU-gDMHv57sw Projects: SMW 96 exit. SDW any%, with Amaraticando. SMA2 SMW small only Kaizo Mario World 3
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Sem problemas! Se quiser que eu traduza alguma mensagem curta, para você postar no fórum principal, posso fazer isso também :)
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Se quiser apenas mostrar um bug/glitch, use as userfiles, aqui: http://tasvideos.org/userfiles/my#uploadfile Não submeta para julgamento do movie, pois apenas movies completos serão aceitos. Sugiro falar no tópico do jogo. Por exemplo, se for sobre SMW, é em: Games > SNES Games > Super Mario World
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Bem vindo! Pode sim, se quiser compartilhar algum movie, deixe-o nas userfiles (em 'upload a WIP', na página inicial). Se preferir, diga antes aqui o que quer compartilhar. Como SMW já é um jogo muito bem estudado, o seu movie pode ser sobre algo já conhecido. Também poste aqui (ou na página do jogo em inglês) qualquer TAS para obter algum feedback, antes de submetê-lo!
My YouTube channel: https://www.youtube.com/channel/UCVoUfT49xN9TU-gDMHv57sw Projects: SMW 96 exit. SDW any%, with Amaraticando. SMA2 SMW small only Kaizo Mario World 3
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If no publisher can get this to sync, I was wondering if Mothrayas could exceptionally publish this, as he seems to be the only who got it.
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I'm not sure if this is the correct place to say it, but I'd like to point out that the three last Super Mario World ''warps'' TASes erroneously have the 'Contains speed/entertainment tradeoffs' tag. Maybe some confusion happened with the oldest from these 3, and the tag was inherited by the recent TASes. Also, I'm not sure if 'Forgoes time-saving glitches' fits on them, as the only unused glitches in these TASes are avoided due to categorical/branch restrictions (which means, ACE-like glitches weren't included to differ from game end glitch). By the other hand, the Super Mario World ''96 exits'' TAS does contain a speed/entertainment tradeoff, but it doesn't have the tag. So I wonder if someone wills to fix this :) The mentioned TASes are the following: [3019] SNES Super Mario World "warps" by BrunoVisnadi, Amaraticando in 09:57.10 [2827] SNES Super Mario World "warps" by bahamete, Masterjun, PangaeaPanga in 09:59.85 [1944] SNES Super Mario World "warps" by bahamete, kaizoman666, Mister & PangaeaPanga in 09:57.82 [2307] SNES Super Mario World "all 96 exits" by bahamete, kaizoman666 & Masterjun in 1:14:37.63
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Alyosha wrote:
BrunoVisnadi wrote:
I'm also planning a The Combatribes TAS. I'll probably take a while to finish these movies because I'm focusing on other projects right now, but I'll finish all 3 still this year (hopefully).
wow that would be amazing! Good luck! Yeah as Spikestuff says this TAS isn't actually especially difficult, it's just too boring (in my opinion) so I never managed the motivation to do it. I hope your attempt goes better then mine! Also I noticed you say 'snes' combatribes. This run has some dubious history (I guess form being self published) so you might want to just go to arcade as that is the preferred version it seems, but snes should be fine if obsoletion is the only goal.
Ah, well, I've never dealt with Arcade emulators. I know they are difficult to use, have some crashes and desyncs, so I'll probably go with SNES.
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The movement is interesting with the abuse of the web, and the TAS is short. I vote yes.
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I'm also planning a The Combatribes TAS. I'll probably take a while to finish these movies because I'm focusing on other projects right now, but I'll finish all 3 still this year (hopefully).
My YouTube channel: https://www.youtube.com/channel/UCVoUfT49xN9TU-gDMHv57sw Projects: SMW 96 exit. SDW any%, with Amaraticando. SMA2 SMW small only Kaizo Mario World 3
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You can get this result in real time, because it doesn't happen only if you start the game in the first frame, but you can't do it with only 1 frame of input, obviously.
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Thanks, Alyosha! That for sure will be tricky to optimize. Also, I can't seem to find an address with the HP of the enemies. Some addresses seem to be the HP, but there are some weird inconsistencies. I noticed there is a frame rule after each screen. Understanding it better will be useful to optimize it, too, as I'll know now many frames I'd have to save to improve each screen. If I find some information about it, I'll post it here.
My YouTube channel: https://www.youtube.com/channel/UCVoUfT49xN9TU-gDMHv57sw Projects: SMW 96 exit. SDW any%, with Amaraticando. SMA2 SMW small only Kaizo Mario World 3
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c-square wrote:
BrunoVisnadi wrote:
Not really harder: to make this TAS I tested all possibilities in both difficulties anyway, so it's just a mater of choice. I understand the point of the entertainment, though I'm not sure if hardest difficulty would really add entertainment value to the run. The ball would hit the walls in a different way and it would create a more or less interesting pattern. It would probably be a bit more interesting because it moves faster, as you said, though there're no guarantees the game completion will be reached faster.
Okay. In that case, could you make a quick TAS in hard mode and submit it? We could then compare them side-by-side and decide as a group which one to publish.
Yes, no problem! I'll do that tomorrow, because it's already 3:15 AM here and I'm going sleep. If the hardest difficult is really more interesting, I might replace the movie.
My YouTube channel: https://www.youtube.com/channel/UCVoUfT49xN9TU-gDMHv57sw Projects: SMW 96 exit. SDW any%, with Amaraticando. SMA2 SMW small only Kaizo Mario World 3
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c-square wrote:
So what I hear you saying is that hard mode not only speeds up the ball, but also makes the task of TASing the game harder.
Not really harder: to make this TAS I tested all possibilities in both difficulties anyway, so it's just a mater of choice. I understand the point of the entertainment, though I'm not sure if hardest difficulty would really add entertainment value to the run. The ball would hit the walls in a different way and it would create a more or less interesting pattern. It would probably be a bit more interesting because it moves faster, as you said, though there're no guarantees the game completion will be reached faster.
My YouTube channel: https://www.youtube.com/channel/UCVoUfT49xN9TU-gDMHv57sw Projects: SMW 96 exit. SDW any%, with Amaraticando. SMA2 SMW small only Kaizo Mario World 3
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jlun2 wrote:
BrunoVisnadi wrote:
In my opinion, this TAS is another (see: http://tasvideos.org/forum/viewtopic.php?t=17149) example in which restringing TASing to the hardest difficult is pointless. The difficulty in this game is just about how fast the ball moves, which, in a real time play, forces the player to have better reflexes to defend oneself from a score. This TAS doesn't even include reflexes, so there is no reason to use the hardest difficulty. It wouldn't interfere in the 'gameplay'. The reason I didn't use it is just because it lets me with a worse RNG and I would need a couple extra frames to luck manipulate.
Well, one can argue it technically reaches the ending "sooner" in terms of actual time because of a faster ball, so there's that.
Yeah, I understand this point, but my ending choice was for shortest input. If it were for fastest completion, the movie would be very different (and it would be in the non walls mode)
My YouTube channel: https://www.youtube.com/channel/UCVoUfT49xN9TU-gDMHv57sw Projects: SMW 96 exit. SDW any%, with Amaraticando. SMA2 SMW small only Kaizo Mario World 3
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c-square wrote:
BrunoVisnadi wrote:
jlun2 wrote:
1. What game difficulty is this? lol
1. It was done in the easiest difficult. Hardest difficult would be a few frames longer.
Apart from the guidelines saying games should be done on the hardest difficulty, it seems it would make sense in this case as a faster ball would result in a shorter overall movie from start to finish. I'll be voting no unless there are valid reasons not to do this TAS on the hardest difficulty.
In my opinion, this TAS is another (see: http://tasvideos.org/forum/viewtopic.php?t=17149) example in which restringing TASing to the hardest difficult is pointless. The difficulty in this game is just about how fast the ball moves, which, in a real time play, forces the player to have better reflexes to defend oneself from a score. This TAS doesn't even include reflexes, so there is no reason to use the hardest difficulty. It wouldn't interfere in the 'gameplay'. The reason I didn't use it is just because it lets me with a worse RNG and I would need a couple extra frames to luck manipulate.
My YouTube channel: https://www.youtube.com/channel/UCVoUfT49xN9TU-gDMHv57sw Projects: SMW 96 exit. SDW any%, with Amaraticando. SMA2 SMW small only Kaizo Mario World 3
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