Posts for DeHackEd

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I don't know. I assume they're starting over with a blank services database and have essentially built a new IRC network. All the netsplits today are probably servers being disconnected from one network and being joined into a new one, piece by piece. 2.5 hours ago was just when this broadcast message was received as I wasn't paying attention to that IRC window.
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So this came in about 2.5 hours ago to users on freenode. There's been some serious netsplits without reconnects so you may not have seen it even if you were connected.
-keitwo- [Global Notice 1/3] We are moving past legacy freenode to a new fork. The new freenode is launched. You will slowly be disconnected and when you reconnect, you will be on the new freenode. We patiently await to welcome you in freedom's holdout - the freenode. -keitwo- [Global Notice 2/3] If you're looking to connect now, you can already /server chat.freenode.net 6697 (ssl) or 6667 (plaintext). It's a new genesis for a new era. Thank you for using freenode, and Hello World, from the future. freenode is IRC. freenode is FOSS. freenode is freedom. -keitwo- [Global Notice 3/3] When you connect, register your nickname and your channel and get started. It's a new world. We're so happy to welcome you and the millions of others. We will be posting more information in the coming days on our website and twitter. Otherwise, see you on the other side!
I'm just gonna sit here and laugh.
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In many places hate speech is already illegal. Removing "hate speech" as against the rules when they already list blanket "illegal activities" as against the rules seems reasonable, if a bit strange when reading the diff by itself.
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At ~11pm last night (Eastern time) Freenode staff shot themselves in the foot by doing the so-called hostile takeover[1] of a number of channels. Having "libera" in the topic seemed to be one trigger. Some semblance of an abandoned channel starting with # may also have been a trigger. With all eyes on Freenode they pulled a gun and shot themselves in the foot. Anyone on the fence yesterday definitely head the gunshot today. [1] Channel unregistered with chanserv, re-registered by a staff account, channel modes +ims and forwarding users to ##<channel>, and topic changed to "This channel has moved to ##<channel>. The topic is in violation of freenode policy: https://freenode.net/policies" I have such a channel if you want to see it.
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Normally I would say that the actions of the resigning freenode staff also seem a bit suspect and give freenode the benefit of the doubt.... However I also have a registered channel with a single # nobody uses any more so I set the topic to include "(Not on libera.chat)" and it was hostile takeover'd a few hours ago. So my impressions of freenode have taken an immediate nosedive, validating the claims of hostile channel takeover. Edit: the channel was in an abandoned state, and freenode pushes that this is an old policy being enforced. But there are still complaints from other HUGE names (eg: gentoo) this happened to them and those are definitely not abandoned. So could be either one, or both. Either way, my new opinion stands.
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Warp wrote:
DeHackEd wrote:
Your personal autonomy ends where someone else's begins.
It's not that simple. For example, you donating a kidney could save someone's life. However, should you be forced to donate your kidney against your will? (Yes, I know the situations aren't fully comparable. That's not my point. I'm just commenting on the absolutist stance of "your personal autonomy ends where someone else's begins" as a general principle. You cannot be forced to save your own life, but you also cannot be forced to save someone else's life in all possible situations. There are gradations.)
They're not remotely comparable. We're not talking about saving a life, we're talking about risking one other than your own. You can't be forced to save someone's life. It'd be nice, but if you see a burning car wreak you are under no obligation to do anything about it. However if you caused that burning wreak, there are criminal consequences for that. Rescuing people and saving their lives might get you out of seeing jail time for the crash, but there will still be other consequences. When your actions can kill other people, yeah I take offense to that.
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Warp wrote:
For example, traffic accidents kill over 1 million people very year, but this is something we unfortunately have to live with, because it's not practical to, for example, ban cars completely.
No, but we do require licensing and testing of people before they can drive a vehicle, we investigate incidents and those responsible are held criminally liable.
Warp wrote:
Also, there's a general philosophical principle in human ethics that you cannot force a person to save his own life against his will. If, for example, a person is mortally sick and there is a medicine that could cure him, you cannot force that person to take the medicine if he doesn't want to. This is the principle of personal autonomy.
Your personal autonomy ends where someone else's begins. If you want let yourself die, fine. If your bad behaviour is dangerous to others, potentially resulting in death, you either need to be prevented from doing it or be punished for reckless behaviour. Our history here with diseases is very much not in this direction, but maybe it should be when we're talking about a virus that's killed over 2.7 million people in just over a year and the vaccination effort is downright epic. When I can get my shot you bet I'll be first in line.
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.. and if you do get the virus and don't quarantine, you can spread it to other people who may die from it. How are people okay with this?
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For the last 24 hours my CPU has been kept busy with work, but the GPU has been hit or miss. So I guess your mileage will vary. I have a Ryzen 3900X so I don't mind. I've not been tracking what projects they've been working on, I'll take whatever they throw at me.
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Folding@home has been insanely popular these last few weeks. I think they said a 20x or 40x increase in users in the last month. The work assignment servers have only just recently gotten slightly consistent but my GPU is still idle most of the time. Their stats site being flaky doesn't surprise me either. Try again in an hour.
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Suggestions/ideas for rewording the publication text: "This mode is notable for starting at maximum gravity (pieces appear to always be in contact with the ground) and increasing in speed from there." "...while using wall kicks to speed up horizontal piece movement, .." Also, mention the in-game time at completion.
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https://gamesdonequick.com/schedule Yep, take a look. Current estimate is Friday afternoon/evening (assuming you live in North America) Though it looks like a pretty minimal block... maybe setup shenanigans?
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I feel like we're overdoing it here. I mean, if it comes down to it you could just write a C function and require() it into Lua and have it do all the heavy lifting. As an aside, _G["string goes here"] is faster than you think. Lua has an internal table of strings and so the hashtable lookup is really just looking up an integer field. There's no actual hashing of the function name on each iteration. And besides, complaining about the slow execution of a script feels hypocritical when you're emulating the CPU, etc of another platform the rest of the time.
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Both have their merits, but I think the sweet spot is minor glitches like damage boosting somewhere the devs didn't expect rather than walking into the wall and then "Onwards to Victory". (I link an old video mainly because the screen shot sells it by itself).
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In Mega Man X, I independently found a way to shoot a regular shot while simultaneously charging your blaster (the same bug exists in Mega Man 7 and was known at the time) That's the only useful trick. I also have a cosmetic trick that lets you take a hit for 0 damage. It's cool for showing off, but not functional.
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This is such a vague topic for someone who clearly doesn't know about software development. First thing, I'd make sure you know how to make a simple game like Pong. You need to be able to render graphics pixel-by-pixel on-screen into a viewport and accept inputs from the keyboard in raw format (as opposed to the OS processing keypresses for you, such as ignoring Shift when pressed all by itself). Next learn how the hardware works. You'll need details about how the memory is mapped, how the CPU accesses memory, how the graphics chip works, etc. For example on the SNES the sound, graphics and main CPU are basically independent systems. Even if you crash the CPU the game keeps playing music and keeps the image on-screen in spite of the SNES not having a framebuffer. You can optimize it later, but first you have to run well enough to convince a game that it's running on real hardware. Make sure it can't write to the ROM and actually modify it. Make sure that if something is changed on the GPU half-way through a frame that the image is half old and half new. And this is just off the top of my head. It's a huge undertaking to simulate all the hardware of a console.
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User Agent: Mozilla/5.0 (Linux; Android 7.1.2; Pixel Build/NJH47D) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/56.0.2924.87 Mobile Safari/537.36
Vector	Block	Result	Duration
12	3	correct	432.33ms
13	3	correct	345.14ms
14	3	correct	623.39ms
15	3	correct	1242.01ms
16	3	correct	2474.94ms
12	4	correct	337.70ms
13	4	correct	680.98ms
14	4	correct	1345.53ms
15	4	correct	2710.70ms
16	4	correct	5432.19ms
12	5	correct	697.72ms
13	5	correct	1390.08ms
14	5	correct	2769.24ms
15	5	correct	5544.24ms
16	5	correct	11060.07ms
Status: Done
Google Pixel (not the XL variant, 128gb) in Chrome running on battery power
Emulator Coder, Experienced Forum User, Published Author, Site Developer, Former player
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User Agent: Mozilla/5.0 (X11; Linux x86_64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/51.0.2704.84 Safari/537.36
Vector	Block	Result	Duration
12	3	correct	149.86ms
13	3	correct	185.30ms
14	3	correct	348.78ms
15	3	correct	678.34ms
16	3	correct	1153.12ms
12	4	correct	155.61ms
13	4	correct	305.96ms
14	4	correct	625.74ms
15	4	correct	1239.66ms
16	4	correct	2662.39ms
12	5	correct	324.69ms
13	5	correct	681.48ms
14	5	correct	1292.77ms
15	5	correct	2574.41ms
16	5	correct	5441.32ms
Status: Done.
Ryzen 7 1700 (non-X, 8 core 3.0 GHz CPU)
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Umm... we already have a 100% Mega Man X run that's about 15 minutes faster than this. The goal is mathematical perfection in terms of how fast you finish the game.
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Another vote for the four CPUs monopoly run. As a special request, I would like it to be presented like this:
At the end of input, call "Time!", unplug the controllers and wave them in the air to show you disconnected tasbot. Then start talking about the heavy luck manipulation of the run as through the run was actually over even though it's still playing. "Sorry, what? Oh it's basically over. We've won."
Or something to that general effect. Also Dwango had a TGM (Tetris) request we discussed briefly in IRC
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(Note: I have not viewed the page or video in question) It's hard to tell. Between lossy video codecs, emulators with output filters that simulate TV effects, not to mention TAS played back on a console it's hard to be sure. Here's an idea I sorta made up just now. There's an arcade game I play where the real hardware runs too many frames per second, at over 61. When the NTSC signal is recorded on most capture hardware it outputs at 59.94 or 29.97fps and frames get dropped. This was easily noticed because the game has a built-in timer with 0.01s accuracy. The NES runs at ~60.1 fps, so maybe the framerate of the provided video can be useful? If it's not a recording standard, or if there's no dropped frames to account for the framerate variance, you may have a smoking gun. Of course, this is highly dependent on the game not lagging, on the game being smooth enough that these can be measured in the first place, etc. Whether or not it helps, good luck.
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The only other suggestion I can give is parallel execution. You could run several instances of the emulator, each on a different CPU core, to run in parallel. 2 instances cuts the work time in half. It helps, but you're still looking at years of work.
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Lua itself isn't all that CPU-hungry. Let's start with the obvious. How many frames is the time window that needs testing? Does it take a minute of in-game play to do the testing? Or alternatively, can you do the testing in another way? Can you just run the RNG and simulate the outputs yourself without needing the NES emulator in the way?
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So you slid the sled into the Bospider out of RNG necessity? Okay then That's the only thing that stands out as a possible improvement from me, but manipulating that guy is a bitch. So Yes vote from me.