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Scepheo wrote:
Is it so strange to say that? On average, a human is capable of recognizing only 5 objects as being 5 objects. Even though 6 is only 1 more, by far most people will recognize it as two groups of 3 objects.
So what happens when they are looking at a prime number of objects? Such as 7, only 1 more than 6. It cannot be split into smaller group, are they incapable of recognising it as 7 objects? I think not.
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Bobo the King wrote:
even a googol is too big to truly understand in any meaningful sense. We cannot play some trick to relate it to our day to day lives, like saying, "It's such-and-such amount of water." You need to take the logarithm of it twice before the average person can comprehend it on some level.
The first logarithm of googol is 100. I'd say the average person can comprehend 100 quite well. It's also perfectly easy to say how much water it is to weigh googol kilograms. Quite simply, it's a 100x100x100x100x100x100x100x100x100x100x100x100x100x100x100x100x100x100x100x100x100x100x100x100x100x100x100x100x 100x100x100x100x100x100x100x100x100x100x100x100x100x100x100x100x100x100x100x100x100x100 meter 50-hypercube full of water.
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You got 2 replies in <3 minutes. TAS community is far from dying.
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For the red coins, couldn't you get the BLJ to last for longer, like done in the 70 and 120 star TASes?
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thecoreyburton wrote:
Achievement Unlocked trilogy
If only you could do Achievement Unlocked 2 with 4 players... but that requires internet (and mouse.)
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So what happens if you do the double-grab on the second time as well?
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PikachuMan wrote:
In Star Road, If we can glitch our way to the top of the tower and enter the pipe and do a death warp, we can skip two Bowser courses to beat the game a lot quicker.
For romhacks, you want to show off the romhack, not show glitches that are essentially the same as an already published run.
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ars4326 wrote:
dunnius wrote:
Spikestuff wrote:
Samsara wrote:
Anty-Lemon wrote:
Hi
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CoolKirby wrote:
Super Mario 3D Land
There's so much in this game which would make it great for a TAS. This needs to happen as soon as there's a TAS emulator for N3DS.
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Link to video WIP 1 Input WIP 1 contains the first two stages. Intro - 24 frames saved
    Presses down and A on the same frame to select "Start" without moving the cursor.
Stage 1-1 - 64 frames saved
    Stands on 1 moving platform instead of two - moving platforms reset speed to 0. Jumps over enemy instead of killing it - fighting enemies slow you down greatly. Collects 1 bottle instead of 2 - saves time in the end of level countdown.
Stage 1-2 - 0 frames saved
    I wasn't able to save any time here.
Stage 1-3 - 96 frames saved
    Uses jump attack to get past first enemy without stopping. Gets past rope balloon faster. Uses jump attack to get past second enemy without stopping. Grabs wall higher. Uses jump attack to get past third enemy without stopping. Jumps from "fast ground" to keep speed >= 3 pixels/frame. Just a note that the cloning of data from a despawning enemy glitch does work on the second balloon from the end, but with the current enemy fighting I'd have to wait 140 frames to get the data cloning to work on the last balloon, so that would lose time. I tried skipping the second from last but not the last as well, but that ended up about 50 frames slower than what's done in this WIP.
Picture Level 1 - 0 frames saved
    There's no way to speed this up - there's an even timer between all of the shots. Yes, you can press B on the first frame and A on the second frame to make the first shot faster, but you lose that time by having to wait longer for the second shot. I'm not sure why you have to wait longer, but you do.
Stage 2-1 - 84 frames saved
    Better positioning to get past the rolling log. Uses jump attack to get past the enemy on the floating log faster. Takes top route to avoid landing on the moving platform. Jumps over the enemy before the waterfall without stopping.
Stage 2-2 - 21 frames saved
    Uses jump attack to get the enemies out of the way faster.
Stage 2-3 - 32 frames saved
    Uses jump attack to get past the first enemy without stopping. Climbs up ladder instead of turning around to jump through the gap. Positioning means I have to get 2 less hits on the boss.
Rope Level 1 - 0 frames saved
    It's an autoscroller, enough said. Collects all of the bottles as they don't count down and I need health.
Picture Level 2 - 0 frames saved.
    Same as picture level 1, the second shot means we can't use the trick at the beginning to save time.
Overall time saved: 289 Frames. Comments/suggestions are very much appreciated.
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Personman wrote:
Am I understanding correctly that only three teams used TAS Editor?
In my team, only I used it. Both Truncated and TehSeven used the traditional method. (Needless to say there was a lot of exporting to FM2.)
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Samsara wrote:
Nach wrote:
Are people interesting in having it sooner or later? Meaning, are you guys burned out from DTC5, want to try to work on other stuff, school is busy right now, etc?
DTC5 was actually a huge motivation boost for me to work on other projects. The only burnout I'm suffering is on Metal Force itself, so I'd be interested in having it sooner rather than later.
Agreed. Having it fairly soon would be good.
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Link to video Here is Team TTT's submission, if anyone wants to see it on its own.
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There are no minimum specs. Likely the only thing that won't be working "properly" is the speed, but that doesn't really matter when TASing (besides when playing movies back)
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If you were using TASeditor, then it's likely you were using FCEUX, which is still accepted on the site, and not deprecated in any way. You can get that from http://www.fceux.com/web/home.html but if you want to get a different emulator to before, have a look at http://tasvideos.org/EmulatorResources.html and if you can't find anything, try google. Bizhawk is starting to develop a TASeditor style tool called TAStudio, but it's really still definitely a developing thing for Bizhawk.
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Looks good, I enjoyed this. Yes vote.
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The 2 player wip still syncs if you switch the down input from player 2 to player 1.
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This desyncs for me in the room starting at about 14400. (Using FCEUX 2.2.2) Anyone else have any better luck getting this to sync?
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jimsfriend wrote:
I vote team 7 be renamed to The Russian Rejectors!
I know our movie is bad, but it's not that bad that you need to name our team after it ;)
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Guernsey wrote:
What is the appeal of the mystery genre?
I don't know, but is the suspense killing me?
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Amaraticando wrote:
Keep ACE away from any 100% category.
This isn't really ACE, but I'd disagree with that for some games. One such game would be LTTP 100% with EG.
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got4n wrote:
It might be possible to speed up Mario speed
It wouldn't be ACE if it wasn't. The point of ACE is to be able to put any code you want, hence arbitrary, so it would definitely be possible to speed up the speed of Mario. I'm assuming that the speed limit isn't stored as a constant in ROM... I don't see why it should be though. Reguarding starting near the exit, that would make it more boring. (Example: https://www.youtube.com/watch?v=t07xYlAc9Uw)
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I hope he's not done, because then it will hopefully be faster than it was going to be.
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Actually start TASing some games on the list of about ~12 games that I want to TAS.
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Link to video Game: Megaman Platform: NES Author: Me Status: Gutsman.
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