Posts for DaTeL237


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Experienced Forum User, Published Author, Active player (354)
Joined: 1/16/2008
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Alright the potential improvement i mentioned The theory: Bond's movement is influenced by a forward and a sideway value The sideway value ranges from -1 to 1 The forward value however, has two ranges At first, the forward speed range is -1.08 to 1.08 After holding forward for 180 frames, that range is expanded to -1.08 to 1.35 (sorry, doesn't work on backward motion :P) Adding strafe to this: the slow speed = sqrt(1*1 + 1.08*1.08) =~= 1.472 the fast speed = sqrt(1*1 + 1.35*1.35) =~= 1.68 a difference of (100*(1.68/1.472 - 1) =) 14.1%... This means that every time bond starts running, we lose 180 * (1.68 - 1.472 =) 37 distance which costs (37 / 1.68 =) 25.5 frames to make up at fast strafe! Note that the speed values are not directly aplied to coordinates, but first scaled... however all calculations still apply Now, how do we save time with this knowledge? The game tracks for how long the player is holding the forward 'button' (the 180 frames) The forward-holding-counter was intended to start when the play gains control over bond.. Normally, this means that first 180 frames of 'slow' movement is done Due to the same programming error that causes the shoot-in-cinema... if forward motion is done by controller 2 in single player, the counter starts in the cinema! Conclusion: use 2.4 instead of 2.3!!! In practice: Did a test in Dam A, right-strafe from spawnpoint, skipped first cinema, played full home-in-on-bond cinema Measured distances from spawnpoint by taking bond's x and y position (sqrt(dx*dx+dy*dy)) With 2.4 no turning was done With 2.3 only turned 1 frame to avoid hitting right-side wall (resulting in ~same direction as 2.4) Not that the acceleration from 1.08 to 1.35 is needed in both 2.3 and 2.4... so it can be ignored In 2.3 bond reaches full forward speed after 207 frames, at which moment a distance of 2261,986 units is covered In 2.4, that same distance is covered after 188 frames ~ 207-188 = 19 frames faster with 2.4 Conclusion: Seems to work :) ps. Not all in-game frames are available, e.g. maybe it should be 206 frames rather than 207 ps2. The forward-hold-counter is also reset when accessing the menu/watch... couldn't fid a way to preserve it through pauses.. :/ ps3. If you skip cinemas asap, the forward counter is at ~80-100 when you gain control over bond ps4. I'm not sure if there's an advantage of 2.3 over 2.4... but both sideway and forward speeds can still be achieved simultaneously in 2.4 ps5. Here's some of the memory values used (Only work on Dam level in Mupen-rr-v8-avisplit!)
bond_x = MupenDLL + 0x005BFFA4 [Float/Single]
bond_y = MupenDLL + 0x005BFF9C [Float/Single]
framecount = MupenDLL + 0x005665D0 [ULong] (this one is not dependent on map)
forward-hold_framecount = MupenDLL + 0x005BFC8C [ULong]
forward_speed = MupenDLL + 0x005BFC84 [Float/Single]
sideway_speed = MupenDLL + 0x005BFC7C [Float/Single]
ps6. From the scaled coordinates (measured by bond_x and bond_y)... you can see that bond does not move in perfectly straight lines. Probably due to imprecisions in calculations... *Maybe* by using tiny turns each frame, bond's movement can be improved to be straighter and to have positive rounding errors? :D ps7. An example of movement speed: 250 scaled-units distance in 20 ingame frames = 12.5 scaled-units/frame moved @ 1.35-stafe-speed (e.g. can be 4x12.5=60 units if an update is done after 3 lag frames). If you measure speed every frame... you'll notice it varies rather heavily (not sure yet if this is a pattern or a result of something (e.g. lag)) edit: changed 'UShort' to 'ULong' to match with my MHS/VS-C# settings.
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
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An emulator exists (1964) that runs Goldeneye at 60FPS... on the real n64 with goldeneye, lag is present whichs makes the game run far below 60FPS. In the case of goldeneye, a lagless game allows much faster times. However... on this website, emulators are used that emulate games as accurately as possible, so including lag. Still, if TAS functions were implemented for 1964, it'd be a very interesting watch :D ps. I think I found a possible improvement (to all levels) :X investigating it at the moment...
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
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Heh impressive run :) The impact of lag is starting to get annoying when attempting a TAS on this game :P
wuschelbeutel1 wrote:
Didn't Henrik get 0.52 before already?
Yep http://www.youtube.com/watch?v=tDpk8nSivcQ
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
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Thought I'd have a go at GE at speed for the first time here's me (from reset) changing to 2.3 in Dam 00A and then attempting Dam A... the result is a 54(,93) run that kinda disappointed me :P feedback would be appreciated :) http://dehacked.2y.net/microstorage.php/info/1270517095/GoldeneyePractice.m64 Forgot to turn AutoAim off btw :P
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
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Posts: 358
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#8 Maybe the pointer should go last so the referenced item can be placed directly adjecent (in memory)? (edit: although I do not know whether this even has any true advantage other than being neat :P)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
Joined: 1/16/2008
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Wow that was impressive, cool map for backboosts :D and just gotta love shooting that bi.... Natalya :P woooh, halfway through the game! (err, well, in level count :P)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
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Posts: 358
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nice to see bunker finished :D looks way cool! I'd be all for an individual levels in-game-timer approach (as the exisiting GE/PD community is the same)... so I wouldn't mind if you go into a level to change control, then restart it (or wait through cinema's) but probably you've already skipped on that (you mentioned silo?) Either way... go for consistent decisions :)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
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Cool :D how much planning went into this (read: how improvable is the route? :P) props for doing 1'33"7 :)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
Joined: 1/16/2008
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sorry for off-topic:
arflech wrote:
Why does the "key in keyhole" sound lack the upward pitch in all of the runs? It just seems to go down in pitch without going back up and peaking, and oddly it sounds like that in the SDA run too. Have I just lost my hearing since back when I was 7 and played that game almost every day?
I don't want to wreck your day, but the pitch is there :P you might want to play it back in Snes9x and try some different audio settings though
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
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moozooh wrote:
This is really something else. http://www.youtube.com/watch?v=AhbCviETMPE&fmt=22 There are Russian guys fishing using a photo camera as a bait… and catching a nicely sized pike as a result. o_0
Cool vid, though I was told that Pike will bite any moving object :P kinda spoils the 'trick' :)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
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Awesome :D lovely new/used glitch :D ps. massage block --> message block ;)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
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Wow that's a fun challenge :)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
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Cool vid, just wondering what's going on with the star and lives counter? I'm guessing it's some GS/AR codes? if so, did you try with them turned off? it might affect the outcome? (due to frame durations) (didn't want to ask on youtube, since there it would sound much more like simply being rude than in here :D)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
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Although I think a centralized place is a good place, I have very poor experiences with those 'planet' domains you mentioned... since usually they were way outdated or incomplete :/
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
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Posts: 358
Location: The Netherlands
[URL=http://www.speedtest.net][/URL] this reminds me i should change my plan.... paying for something i don't need (or use, even) :/
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
me
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
Joined: 1/16/2008
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Why would the TASer be part of the run? When I make a TAS of the Mario universe, I've never asked the character Mario to decide anything :P Up until it was brought up, I had assumed some higher form was controlling... if not, then wouldn't slowdown and fast-forward be useless? Manipulating emulation speed won't influence the way Mario behaves... (e.g. slowdown would slow my thinking as well, and reaction time is simply the duration of some signals in my body) edit: Hmm that's actually interesting, would we have super-human reflex/reactions in a real life TAS?:D edit2: oh wait... of course we would.... we'd simply start an action before the character knew it was neccesary, just like one might fire a rocket before an enemy is visible... nvm :P
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
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DarkKobold: Yeah the complete tree contains all possible 'outcomes'... most of which are not successful all the nodes at depth 1 represent the possible outcomes after 1 action all the nodes at depth 2 represent the possible outcomes after 2 actions a tree search algorithm is a way of traversing all (or preferably a subset of) the tree in an attempt to find a path (sequence of actions) that leads to a successful node DFS (Deep First): build up a plan and keep changing the ending until we've tried them all (note, if no solution is found with any action at N, alter N-1, etc) BFS (Breadth First): keep a what-could-we-have-after-N-actions database, while slowly increasing N
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
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Nach wrote:
Well whoever's turn it is they can just post an image like I did, your rules allow for it. So how could we enjoy it?
I thought maybe I wouldn't have to actually say so.... but you just nailed it.... others CAN'T enjoy it if you post a 'cap' like that.... so don't? Are you going to come up with another within-the-rules-but-still-ruins-the-game example now?
Kyrsimys wrote:
Why should the amount of captions be limited to just one at a time? Why can't anyone post at any time? Is there a good reason for that or are the rules just arbitrary?
1. Because it'll become one chaotic mess and be practically impossible to 'manage' 2. Because being allowed to post the next one is part of the reward for 'winning' one round in a way... aren't all sports'/games' rules arbitrary? whoever decided that in soccer there's only one ball?
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
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honorableJay wrote:
Pulp Fiction.
Points table: 1 - honorableJay
Nach wrote:
PS. You may want to clarify the rules a bit.
1 cap at a time... so this time honorableJay is next to post a cap ps. It's just a game and (I hope) you don't need rock solid rules to enjoy it
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
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(ok first of all, if this kind of topic is not appreciated here... any moderator is welcome to tell me and close it) A few simple rules. 1. Whoever guesses the correct answer (first) is expected to post the next one. 2. New cap must be submitted within 24 hours after confirmation of being correct. (else, anybody can post the next cap) 3. Cap must be from a movie or game (no music-videos and whatnot) 4. On confirming someone's answer, update the scoreboard (simply a list of ppl with their points being post over and over) 5. Try not to, but if really nessecary one could obscure part of a caption to avoid it being really easy (e.g. cut out the main character/actor)... if so, make it clear which parts are edited 6. 1 cap at a time note: try not to leave any hints in the name, tags, etc of an image note 2: making it harder is more fun by having a hard caption of a well-known game rather than simply using some obscure B-movie/game that no-one knows. I'll start with an easy one
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced Forum User, Published Author, Active player (354)
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Find a number N such that N > 0 cross_sum(N) % 2006 = 0 cross_sum(N+1) % 2006 = 0 where cross_sum(x) means the sum of the digits (in decimal notation) e.g. cross_sum(38421) = 3+8+4+2+1 = 18
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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