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At approximately 0:30, why don't you jump on top of the platform and kill the enemy? It seems like that should save time by getting over the pipe more quickly.
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Any type of "fill tool" is primarily passive coloring and does not count. It was obvious from the video that you did not color each individual pixel of each dinosaur, so this will have to be a No vote from me.IMO, you're very optimistic if you think that such a thread will last that many pages before getting locked. This is the Internet, after all.
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Hopefully this is the appropriate thread for this issue: The image links on Wiki: GameResources/NES/LegendOfZeldaOutlands are broken for me. I probably have the originals on an old hard drive, if you want them.
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There are multiple ports just for DOS. For example, my browser reports 48 results when searching The Adventure Family Tree for the term DOS, but obviously some of them refer to the same port.
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It was nearly two years ago that I said I would do this. Let's talk about making a run of the first (AFAIK) interactive fiction game. Multiple runs might be possible, actually, since there are many ports of this game with variations in the total possible score. That should probably be the first thing to be decided: Which port to use. In theory, we could use a PDP-10 emulator/simulator to run Crowther's original game or Woods's update. The PDP-10 projects that I've found online output to the console, however, which means that it would require some type of emulator-within-an-emulator setup. There are ports for Amiga, DOS, and various interactive fiction systems (Hugo, Inform, TADS, etc.). Any thoughts?
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One thing that stood out to me:Are there SMB hacks that have multiple endings? My understanding (possibly incorrect) from what I've read about hacking SMB is that it does not have much free space. Does this specific hack have multiple endings? If there is only one ending, I find it misleading to claim that this run got the "true" one.
I had some other thoughts, but it appears that they will not make an difference for the judgment.
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Did you get openMSX from its official site or from somewhere else?
Check out the Documentation on the openMSX site. It even links to a video showing different ways to load a ROM. What do you mean by having the ROM "installed," though?
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No.
Yes.
Checks distance from current location to Qatar... sure.
None of them.
Technically, it's a place. :P
All joking aside, I don't recall watching a World Cup match since 2006. It was France versus some other team, probably in the knockout stage, and they both played so defensively that I got bored and decided that neither deserved to win.
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OK, thanks. Another thing I noticed: Did you experiment with holding down the jump button for fewer frames for Player 2 after they bump into each other at the beginning of that level? That should allow P2 to land on the middle platform more quickly. Since the magnitude of deceleration is larger on the ground, P2 might reach that second gift more quickly. RAM addresses 40A5 and 40A7 are some type of counters for P1 and P2, respectively, that you can use for precise jumping, in case you didn't find them already. I've worked on a 1-player TAS and have notes about several other addresses.
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Are there even any board games that don't have an ending?
On the topic of chess variants, there are a good number with non-standard rules. This guy has a list. IDK of any video games that implement those (not that I've searched extensively), but it might be interesting to see some type of ACE setup that converts standard chess to one of the others.
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I will be using the variables p and q as defined at MathWorld, so the desired area is A = 0.5 p q. In our case, p = sqrt(16 - 0.25 x2) + sqrt(49 - 0.25 x2) and q = x. To simplify some of the calculations, I'm using the additional variables e = sqrt(16 - 0.25 x2) and f = sqrt(49 - 0.25 x2).
The maximum value of the area occurs at a value of x at which the first derivative A'(x) = 0. Apply the product rule, chain rule, etc. to get A'(x) = 0.5 (e + f) [1 - x2/(4 e f)]. This means that either e + f = 0 or 1 - x2/(4 e f) = 0. There are no solutions to e + f = 0 among the real numbers. The other case can be rewritten as x2 = 4 e f. If you square both sides, expand the products in terms of x, and simplify, you get x = 56/sqrt(65) and A = 28.
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The elementals don't "come and go" as much as they orbit around Kuros's position. I made a Lua script some years ago that draws their movements. Anyway, nice improvement. Yes vote.
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I previously reported incorrect Edit links for some of the addresses. Note that I did not check every single one, and IDK if the cause of that has been determined and fixed. Is there going to be some verification process to make sure that the pulled values actually match up with the correct games?
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That was a nice explanation. I tried to approach it by calculating the probabilities of sequences that require x moves starting from some number n. It was simple enough for x = 1 and x = n - 1, but other values of x got complicated. Ended up with harmonic numbers, sums of harmonic numbers, sums of products of differences of harmonic numbers, and who knows what happens after that.
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My mistake was in thinking that every sequence for a given N has the same probability of occurring as every other sequence for that N. I'll have to do some more work on this.
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I initially did this by writing out possibilities and looking for patterns, so here's hoping that the following symbolic solution doesn't make any horrible mistakes:
Let M(x) be the number of sequences leading from x down to 1 via the method described in the problem, where x > 1. When the starting number is N, there are N-1 possibilities for the next number in the sequence. Call this next number k. If k = 1, then we're done. For each 1 < k < N, there are M(k) sequences leading from k down to 1 that we need to include in M(N). Thus M(N) = M(N - 1) + M(N - 2) + ... + M(2) + 1. That last 1 is for the N→1 case. However, M(N - 2) + ... + M(2) + 1 is just M(N - 1), so M(N) = 2 M(N - 1). Obviously, M(2) = 1, which leads to M(N) = 2N - 2. Since each move occurs with uniform randomness, the probability of any sequence occurring that starts with a given N is 1/M(N).
Now let m(x) be the total number of moves in all sequences starting with x. We can deal with the total number because each sequence occurs with the same probability. If a sequence starts with N→A and has n moves, then the subsequence starting with A must have n - 1 moves. There are M(A) such subsequences, so we add M(A) moves in order to adjust for the extra N→A move in each one. This leads to m(N) = 1 + ∑ A = 2N - 1 [m(A) + M(A)]. The extra 1 is for the N→1 case. If you write out the sum, you notice that m(N) = 2 m(N - 1) + M(N - 1). You can do this substitution repeatedly to get a more general m(N) = 2x m(N - x) + x M(N - 1). m(2) is 1, so it would be nice to take x = N - 2 in order to not have to worry about that m(N - x). This yields m(N) = N 2N - 3 after some work. Finally, the expected number of moves is m(N) / M(N) = N / 2.
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Requesting that the "minor edit" wording for wiki and forum changes be changed to something like "trigger Discord / IRC notification" and be unchecked by default. I believe that would clarify what that feature does.
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I agree with what scrimpeh wrote and think that the term should be kept as is. If it is changed, what do you think will keep people from becoming afraid of the new term?
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Is there a way to generate a list of Userfiles without an associated Game? I went back through my files in the last few days and made associations where possible, but some of them are general-purpose scripts.