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Demon_Lord
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I liked this run enough to vote yes. I found it well done, the game seems to have some challenge, and things aren't that repetitive. I don't care if the game isn't pretty and uses technology nearly as old as I am, I found it enjoyable and that's what's important to me.
Demon_Lord
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As I said, I do not advocate learning assembly to actually be able to program in it. I believe it is useful to grasp what a computer can an cannot do, and not see it as a magic box where putting in more RAM makes the box more magical. Unlike knowing chemistry can help you repair a car (that would be more like understanding how to design integrated circuits out of transistors can help you program), the car analogy of learning assembly would be more like taking a class on material resistance physics. When doing actual repair work, you'll then instictively understand (or remember) why you should not screw a bolt tighter than a certain resistance, carefully grind and make large round corners for your shims as tighter corners will put more stress on the piece and it will break again, etc. Learning assembly is not meant to program in it, IMHO. As Warp suggested, compilers do a much better job at code optimisation than people. It is meant to understand why the computer behaves like it does when there's a problem in your code. Only learn a few basic operands, the different addressing modes and registers, how higher level languages call functions and how the the call stack works and that's enough.
Demon_Lord
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As for misconception, a simple Unity game with a leaderbord is not a big project either. It can be done in under 500 lines of code, server included. I know you can do beautiful things in C++, I have been programming in that language (among others) for the last 20 years. STL and Boost are nice upgrades to the language. I believe it just gives you too much power too soon. Learning a more strict language will make one avoid more dangerous features when they will handle C++.
Demon_Lord
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I recommend getting the free version of Unity 3D and making a client-server game with a Node.js backend. No need to get fancy, a tic-tac-toe game with a leaderboard would be a start. Pros: You'll be making a game, which I suppose is motivating as you're posting that on TASVideos... Unity's object and behavior model is a good example to learn OOP through composition and event-based programming You'll be using C# (well, you could use JavaScript with Unity, but you'd be missing the point...), which is a nice and clean language, unlike C and C++ If you like, you can also give a try to shader programming Node.js will force you (you can't begin to imagine how much...) to learn asynchronous programming, callbacks and all It is programmed in Javascript, which will grant you Web skills too and it is a different enough language than C# to learn I also recommend learning some of 6502, Z80 or ARM assembly. Not to be able to actually write programs with it, but to be able to grasp how the higher level code work under the hood. It makes it much easier to understand data structures (stacks, lists, trees, etc.) when you can see that it references actual memory in a structured way and is not only some abstract drawing that a teacher put on a whiteboard. Programming is also not just about writing code. Don't neglect algorithms, design patterns, refactoring and writing beautiful code. I also second Code Complete and I highly recommend reading Clean Code (especially chapters 1 to 10 and 17, actually a quick read). Finally, avoid "unclean" stuff like the plague untill you're confident enough it won't pollute your programmer mind. "Unclean" stuff, for me, means C, C++, x86 assembly, etc. PHP is somewhat unclean for me, that's why I suggested Node.js instead. Also, make sure you learn typed languages before untyped one (you already know Java, which is good).
Demon_Lord
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I know I'll be nitpicking there, but the run is titles "Takes no damages" and I seem to remember you passing through spikes two or three times taking massive damages. Any way this could be rephrased as "takes no damages from ennemies" or something?
Demon_Lord
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henke37 wrote:
Fun fact, all the devkits seem to come with wired controllers, even if the consumer version is wireless.
Our Wii devkits could be purchased either wired or wireless. We got a wired one as the wireless were BO at the time, but it couldn't work with wireless controllers. Our game required support for the Balance Board, of which there was only the retail version available, hence it didn't work with our devkit. Problem solved by getting a wireless devkit. Wired devkits are nice because there tends to be a lot of consoles around, so it is less of a problem with interferences and such. Especially when they use standard computer-compatible protocols like Bluetooth (Wii/PS3).
Demon_Lord
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It would have been nice for the viewer (me) if you could have spent one more frame to give the girl a different name I enjoyed the movie :-)
Demon_Lord
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Improvable. So what. Voted yes.
Demon_Lord
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Très bon guide!
Demon_Lord
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I'd like to see these length plotted against the average TV size at launch.
Demon_Lord
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Getting back to the main topic, I actually like the suggested motto improvement made by Pointless Boy before the major derail. Unfortunately, I am mostly a passive member on this forum, and English is not my first language, so my opinion doesn't count at all in there. :-(
Demon_Lord
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As soon as you bought the last magic, I told myself "No, he won't..." As a huge FF1 fan, definite YES vote!
Demon_Lord
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There is too much wrath in this thread :-( I don't care about the language as the game sequence is too broken that it doesn't make sense anyway. Apart from the cutscenes, is there any significant timing difference between the J and US versions? This was an issue with older PAL VS NTSC ROMs, hence the US ROM rule, but if that doesn't apply on recent consoles, meh. I did enjoy the run enough to give it my vote, though I'd prefer that this TAS were made on the original Klingon ROM.
Demon_Lord
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I see a difference between data and code corruption. Manipulating the program stack or instruction pointer is a different beast than abusing an algorithm to change standard variables' values.
Demon_Lord
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PS1 games (and I believe some PS2 ones) can also be downloaded via the Playstation Network and ran from the PS3 (and even the PSP!). The PS3 hard disk is user upgradeable and one can put a SDD in its place for ultimate speed. Anyone knows how Sony handles load times in these cases? This is probably the closest match to disk image emulation on a real console. Maybe the Wii-U will do something similar for Wii/GC disk, who knows? (maybe it is known, but I'm lazy and didn't bother to check)
Demon_Lord
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Backward compatible newer consoles can already have different disk timings that influence gameplay. For example, there's some kind of hidden mini game during loading times in PS2 Okami where one can get dragon teeth (one of the most precious items) by pressing some keys at the correct timing for a certain time. With the faster loading times on a backward-compatible PS3, this is nearly impossible to actually complete, and the player is disadvantaged. I'm not actually sure what my point was other than loading times can actually change the gameplay in some cases.
Post subject: Movie listing improvements
Demon_Lord
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I recently voiced some opinion about movie listing improvements, and I was redirected to a previous discussion with some suggestions, which I find interesting. Being a professional developer*, I told myself I could try to at least demo a working prototype (with source code), as "Help is needed in expanding the capabilities of the site itself. Help is urgently needed by coders with modest experience in PHP and SQL." I'll update this thread as I progress, but it might take some time as I unfortunately have to work. * Mostly games (Wii, DS, PC, Mac and iOS), but also made many transactional websites
Demon_Lord
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I always enjoy SM runs, but I won't vote on this one. I feel this discussion relates to historical facts I'm not qualified to have an enlightened opinion on. What's the real problem behind all of this anyway? Why limit the actual number of published runs if they aim for different goals? Fear that it might confuse the viewers? That it might add too many runs of the same game to the movie pages? What are the possible solutions? Keep some branches of SM while rejecting alternate goal TAS of less popular games (sounds arbitrary to me)? Keep a "main" speed run on the movie pages, and add a link to a game-specific page with alternative goal movies? Redesign the movie pages to "expand" or "collapse" games with alternate goals? I know I might sound like the kind of newbie that want to change everything, but you're free to ignore me.
Demon_Lord
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DarkKobold wrote:
This is the problem with any non-throttled game. In the programmer's defense, Hi-Tech Expressions basically gave it to one poor dude to do the sound, graphics, and gameplay. I'd love to do an interview with Stephen Rozner, the guy who programmed the game. He may be able to fill in some of the pieces, such as how the hell Hi-Tech ever got the license.
According to his Linked-In profile ( https://www.linkedin.com/profile/view?id=6201221 ), he worked for Capcom in 1989 and 1990, so I guess he had connections.
Demon_Lord
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Thanks :-)
Demon_Lord
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Ok, I really feel stupid asking that, but how can I actually load and play back a .jrsr movie in JPC-rr? I got my disk images set up, but I can't figure out that part...
Demon_Lord
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It seems to be best played at 1 MIPS in DOSBox, which corresponds to a 286 6MHz CPU (0.9 MIPS). I'm actually quite puzzled how a 1990 game was designed for 1982 tech.
Demon_Lord
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Lex wrote:
It's emulated well, especially considering the CPU speed the game was made for is arbitrary, considering this game would run at many different speeds on different machines. Who should decide which speed to use? "The emulator's default speed" is the most reasonable decision. The game shouldn't just not have a published TAS because it happens to run at different speeds on different machines.
I'd guess the "correct" CPU speed would be the standard non-turbo speed of 25 MHz, like most games that were made for fixed frequency settings.
Demon_Lord
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I surprisingly liked this TAS, especially the mirror level, voting yes. I think if this gets published,it should be made clear that this branch skips most of the game, like a NewGame+. I think that AKheon's full run file should be linked in the description, or that it should be published as a not-so-interresting full run of the game. I just hope that level passwords won't be abused in the future.
Demon_Lord
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I enjoyed watching the Simon games being solved thru mind-reading, but that's about it. If only ponies could run...