Posts for DaTeL237


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Post subject: Re: Questions for Speed runners
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lumice wrote:
Do you find real life unfulfilling? Do you have a tendecy to avoid problems? Do you look for ways of escaping from stressful situations? (...) I'm currently doing a paper on video games and would like to gather from data.
Even if someone is unhappy, avoids problems and prefers to escape stressful situations... it's not really likely that they would tell you here :P
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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Dada wrote:
That's because Quake movie files work in a different manner. The way I understand it, they don't really contain input, but rather the output (in object coordinates) of the engine.
Or (under your description) you could use an altered version of the game that has a teleport function, and the original game would play back the resulting movie just fine (it doesn't 'emulate' the teleport, it's just told that it happened)? either way that hould be a no-go :) ps. I'd love to do runs on UT99... but it's not open source, making it harder to achieve TAS functionality edit:
Scepheo wrote:
As far as I understood from a Half-Life TASing thread (same idea as here, basically) on SDA a while ago, that game contains either coordinates or coordinate displacements per frame, both of which would allow you to complete any level with an "exit point" point in exactly 2 frames: a start frame, and one to "warp" you to it.
hmm same thing as Quake then? In the end it would up to the audience to determine whether the movie should be considered genuine? (e.g. dp we all believe that the modified game works withing original rules/physics/etc?)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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The last few days I've been playing Parallel Worlds a lot and I like it :D so yeah a TAS may be interesting after all :D Also, I've watched tompa's 1.0 present-world speedrun (semi-tas?) and noticed I wasn't the only one that figured out to use bombs in the Guardhouse :D hmm I just received the 2nd sword without ever having the 1st sword :P With the levitation glitch (or probably with a bomb) you can make it to ganon on the first climb of the parallel tower... then it may be possible to beat him with the no-need-for-silver-arrows trick?
Tompa wrote:
Angerfist: Yeah, I know. I'm just lazy basically =P.
Any chance of letting others try? :P (not as co-author, just to allow you to continue) edit: ah heh if you skip the 1st sword you'll still be able to temper it... then you can collect the 1st sword and meet with zelda a second time (I didn't check whether this is caused by the sword collection). Next, you can leave the guardhouse (don't go through church) and go watch dreagor cast his spell on a 2nd Zelda and now I'm in the parallel world with sword #1 and zelda following me :P (Going to church doesn't do anything) Legend of Zelda Parallel Worlds hack 1.1 Snes9x 1.51+ v6 (interim) http://dehacked.2y.net/microstorage.php/info/1569148908/LoZ%20PW%20-%20Double%20Zelda.smv
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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I've only just started playing PW... but I noticed there's a lot of backtracking in the first 'dungeon' (where you get zelda) if it stays that way it may not be as appropriate for a TAS? (says the guy with a Young Merlin tas :D)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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I'm guessing you haven't seen choco island yet :) *that* was unfair :D (and too cool :D)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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Henrik I saw your TAS on Train A, looks awesome :) i was wondering if you considered using the the glitch that allows multiple weapons... I believe you end up with 2x ZMG with watch-laser on Bond (without anything in between) which means you could equip watch-laser and a ZMG simultaneously. In turn, that may allow a faster floor? theories theories theories :)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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hmm that also makes me wonder whether some acronyms are considered to rhyme... for instance FPS and RTS Ef-Pea-Ess and Are-Tea-Ess do rhyme by Shooter and Strategy do not :P
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Post subject: Re: Gens vs Snes9x
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FODA wrote:
If games are important in this discussion, then you could say that the average beauty of games in platform X is better than the average beauty of games in platform Y. It would still be your opinion.
Even if anyone would come to any conclusion as to what system 'has better graphics', then what is the point in having this information?
creaothceann wrote:
SoM2 is a game that uses the hardware quite well, so it's a real-world example (instead of a tech demo) that shows what difference a larger palette can make.
I think that's only an argument that SoM2 has better graphics than most SNES games... so SoM2 might serve (by example) as an upper-bound on the SNES graphics. Still, to me that does not defend the statement that "SNES has better graphics" because you didn't say anything about the MasterDrive?
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Post subject: Re: Gens vs Snes9x
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creaothceann wrote:
SNES has better graphics (see Seiken Densetsu 3 aka Secret of Mana 2 for a good example)
There is no Gens version of SoM2 so how can you compare the two platforms by mentioning SoM2? Anyway... afaik there's no point in trying to compare the two platforms in general because you'll need to make a decision per game (i believe examples exists where game X has better gfx on SNES than on Gens, yet game Y has better gfx on Gens than on SNES)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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petrie911 wrote:
In fact, if you're in termina field when the clock strikes 12, you're treated to an alternate version of the opening cutscene.
Well perhaps with TAS precision it would be possible to cancel that cutscene by triggering the zone-transition on the correct frame? :)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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arflech wrote:
so...is it just n=m=r=ceil(N^(1/3))?
No.... as in in that case you'd be packing N=3 into a a box where 2x2x2=8 fit I'm pretty sure there's no single formula you can fill it to get the answer.... which is why this is in the programming topic and not the math topic
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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arflech wrote:
More generally, you need to find three integers n, m, and r with the properties that N=nmr, r<=m<=n, and the three integers are in some sense as close as possible;
well, you need to find N<n*m*r... because empty space is allowed, it just also counts as outer size (did that make sense? :P e.g. for N=7 you'd have n=m=r=2)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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I kind of liked this one when someone presented it to me
In mobile phone transport, these devices are mass-packed into a large without their retail packing. In our case, we have only (equal) phones of size DxWxH cm (given D<=W<=H). In the larger box, the phones are all aligned equally. Inbetween two phones and between a phone and the 'wall' needs to be 2cm of polystyrene foam in all directions. Find an algorithm that efficiently determines the 'best' size for the surrounding box, given an amount N>0 of phones. The 'best' size is the one that has the least external volume. (unfilled space in the box is disregarded) The solution should also work for unrealistically large N (assume all phones to be box-shaped, so no space can be gained by interleaving them)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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Mothrayas wrote:
like the Dutch word 'tas' (bag).
me2
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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Well, having a look at the version of mupen that i can find... i don't know if there really is something like a 'anti-ds' mupen? Here's a summary of the 4 files I have now.... it seems someone had rr-v2 and simply renamed it to anti-ds?
Filename                              Notes	     Bytes
mupen64-rerecording.exe               rr v8        740864
mupen64-rerecording-v2-reset.exe	   rr v2 ?	   720896
mupen64-AVISplit.exe	               rr v8	     721408
antids-mupen.exe		                ?            720896
Of an equal amount of bytes doesn't mean it's the same thing... but it makes it much more likely (and if the anti-ds would only be a tine change (e.g. change a number from 0 to 1) then why wouldn't all versions have it) ps. Filenames also don't necessarily indicate the right version... all these 4 files display 'v8' in the bottom of the ROM-selection screen edit: Nope... all versions I have are terrible from a desynch POV, I did manage to improve the first test by about a second though.... had to estimate because I didn't finish the run (it desynched way before), but I cleared the 3rd ring with a speed of 130-140 :) (instead of 115ish in the first run) Also, Rice (1964) indeed works better, but the landing targets don't have any red in them from close up :/
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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Heh that's sick height :) I finally managed to encode the discontinued WIP (haven't tried rr v8 though... :P) and uploaded it to youtube http://www.youtube.com/watch?v=81HwrEdy_PY
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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Many addresses are level-specific.. for instance bond's location, rotation, etc Not sure if this is the case with head-shots Also... mupen tends to load into RAM starting at 0x00900000. However, this is not fixed. For instance if yo boot your OS, then load some resources (one of these might take 0x00900000) then Mupen will later be forced to use a different address. Hence, you should use relative addresses (mupen base executable + offset). In the case of nfq's address, I'm assuming it was base + 0x00066984 Then there's also differences in versions of Mupen :/ like nfq mentioned... as each was coded slightly different, the respective memory addresses will differ (and therefor be version-specific, unless you can figure out a failsafe way to determine some points of equality)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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Derakon wrote:
I seem to recall reading that TASing Blast Corps would involve doing everything from as far-out a view as possible anyway, right? Since more zoom == more lag. Same idea as looking down all the time in Goldeneye.
Almost... you'd want to have as little as possible on the screen (in terms of objects/polygons)... usually (maybe always?) this would be achieved by using the carrier-view, which is essentially a top-down view of the carrier without regard of the player... i.e. boring to watch (you wouldn't see any building being destroyed) still I'd be interesting in watching a TAs that doesn't regard lag :P
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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Blast Corps doesn't run in Mupen64-rerecording
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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upthorn wrote:
I submit: "Quote this."
"this"
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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Bisqwit wrote:
DaTeL237 wrote:
repeat twice after me: "repeat twice after me"
Taking the pedantic-aggressive attitude, you get: "twice after me repeat twice after me."
ew hadn't thought about that :D or someone could interpret: Repeat twice after me! Repeat "twice after me" and say twice after me, twice after me! :P
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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when plotted with 'arbitrarily' chosen bins.... [URL=http://img18.imageshack.us/i/d10x101.jpg/][/URL] if you plot it with bins of width 1 its a bit useless to look at... edit: ps I assumed roll(0,0) = 0
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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repeat twice after me: "repeat twice after me"
Although your audience will be rather confused :P
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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Wyster wrote:
Interresting findings, i'm gonna attempt to wrap it up and see if i got it right: Bonds sideways speed is always constant, only forward movement can be improved after 180 frames. I.e, building up speed by running only forwards is just as effective as sideways+forward buildup? 2.4 can build up forwards movement in cinema but not 2.3 or any other setting(???) I'm pretty this has been known to some degree before, even used it myself to some degree. Guess i always figured it worked with 2.3 as well as 2.4(think fullstrafe is held in beginning cinema of each level in current run).
Nono, sideway movement should always be used in addition to forward movement... but after 180 frames, the forward part increases (thus also changing the resulting direction of motion) 2.3 has the forward motion on controller 1.... so it cannot build the forward-counter in cinemas because controller 1 is blocked 2.2 and 2.4 have forward motion on controller 2... so they can start increasing the counter (I suggested 2.4 because it still allows shooting during cinemas.. which 2.2 does not) So, in 2.3 it doesn't matter if you hold fullstrafe during cinemas... because the sideway speed is going to be 1/-1 either case, and the forward counter starts after cinema
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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Very cool DLTK frigate run :) Really shows how slow guards are :P
nfq wrote:
I didn't understand everything you said in your post because I'm not so good with that technical stuff, but how much time do you think these improvements could save from the total time?
up to 25 frames per level if you're ok with watching an extra bit (~80frames) of cinema
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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