Posts for Derakon


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Cripes. That's pretty impressive. Of course, the real question is, is it any fun? :)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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r57shell is correct, the movie's card should be invariant of where/how it is displayed. It's better to show redundant information than it is to hide implicit information. Are we really that starved for space that it makes sense to hide the stars?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Yeah, sprites on the NES are actually 8x8, so accomplishing anything of significant size requires large numbers of sprites working in unison.
Ramzi wrote:
Is there a way to apply it to the final screen render?
You'd then have the problem of the smoothing algorithm "smoothing" sprites into the background, I suspect. That article you linked has been talked about here in the past; it made quite a splash the first time with people theorizing about how it might be applied to encodes. The fact that nobody followed through on it suggests that it's more difficult to achieve than you'd first think. I'm not saying it's impossible, nor that the prior discussions mean that a new discussion isn't worth having; I just want you to be aware.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Note that the "technological singularity" is not inherently related to solving the hard AI problem. It just refers to some point at which it becomes impossible to make accurate predictions about the future. Arguably we're already there. I'm inclined to agree with Patashu about the likelihood of us solving the hard AI problem; however, I also think that our existing "AIs" (expert systems, really) are going to get increasingly easier to create and more powerful, to the point that within a couple of generations, most humans that still have jobs will be largely busy with guiding or training new AIs rather than directly doing work themselves.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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If anyone's interested in redoing an old game, this one should be a straightforward obsoletion; there's a glitch involving arranging your consumables inventory and then buying 0 seeds that lets you skip all of the Fire chapter, including three dungeons. It's presumably common knowledge among speedrunners of the game; I just happened to stumble across it while watching a race.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Looking good! The tank level is pretty sharp, though I forget how to tell how close to death the tank is. Looks like it has regenerating health even on classic mode? Nice job with the ammo use in Station. Who needs to reload, anyway? :)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Aha, thanks for the explanation. That's the kind of thing that's good to put into the submission notes, for reference. :) Not a big deal though.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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There's a couple of points in the last two stages where you pick up and throw a box twice for no apparent reason. It takes a decent amount of time, so why do you do this? Also, the horizontal elevator in stage 7 has you using your standard combo, which knocks the enemies down a lot. Usually you use the four hits -> jumping attack combo. Why the switch in this situation? Anyway, it's a fun run to watch, and a substantial improvement. Nice work!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Thanks for the run, Samsara, and thanks for all your contributions to helping to run the site! You've done a great job. Really.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Personally I find the DOOM speedruns to be nigh-incomprehensible. Understanding those runs (and runs of Wolfenstein, etc.) requires too much familiarity with the source material due to the rapid motion, samey-looking levels, and constant strafe-running. Nightfire still has straferunning, of course, but it's a lot easier for a knowlessman to follow, so it gets my vote.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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To be clear about charge beam, Samus' beam does not damage bosses unless it is charged. Those bosses that do not give ammo refills mid-fight (Ridley and Mother Brain -- also Botwoon but it has too little health for it to matter) cannot therefore be defeated unless you bring either the charge beam or a large amount of ammo. Regarding stars, honestly I don't feel like this run has enough general appeal. It's an incredible achievement, don't get me wrong; my hat's off to Sniq and all the people doing research on Super Metroid. I enjoyed it quite a bit and will be voting yes. But my friends who are familiar with Super Metroid but not super Super Metroid fans are mostly befuddled by what's going on, and I can only imagine how someone with no familiarity with the franchise would react. Plus, as you get less familiarity with the series, the pace-killing Ridley and MB fights become more of an issue. I feel like a star run really needs to not have that much downtime. In any event, I enjoyed the run; thank you very much for making it!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Man, that movement tech kind of breaks the platforming sections wide open, doesn't it? Good luck with the run / submission text!
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Pretty impressive, but I found the wobbling and ducking to be very irritating, especially in the last two stages. There's nothing wrong with just standing still when you're waiting for something.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Is 3200x the maximum allowed due to an artificial constraint in the code, or is it the max you're achieving with your hardware? Naturally if it's the former then you should try increasing that number. :) What's your project about? Machine learning's always a fun topic.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I was watching PJ's run of this game at the Arcade Superplay Expo, and I noticed that his grapple seems to retract a lot faster than the one used in this TAS. If you look at the upgrade icons, the one he uses has a different shape. Is this a loop 2 exclusive item? If not, grabbing it seems an easy way to get a faster run, considering how much time is spent climbing.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Ah, so that is what that text said! You turned away from it immediately after finishing writing, and while it came back on-screen later I couldn't make out what the second word was. Oh well. The playaround sections were great. I especially liked the part when waiting for the tank where you had four goons aiming at you, but there were several other good moments. Nice work! Too bad we have to say goodbye to the grenade launcher now. Nothing but bullets from here on out...
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Mothrayas wrote:
Derakon wrote:
In level 18, you go up to grab a segment, then down to lay some bombs, and sit around doing nothing much while waiting for the bombs to explode. Is it possible that it'd be faster to drop the bombs and then go for the segment? Likewise with level 24 -- it seems like you should have been able to head down to bomb the wall at the bottom of the level earlier than you did.
In both these cases, if I tried that, it would scroll the bomb off screen and it would despawn without exploding. Also, due to the way that the enemies in level 24 are laid out, there is no quick way of going down initially, so I basically have to go up first instead. What I do there is lay a bomb to destroy the upper wall, then scroll down until it just barely doesn't despawn until the upper wall is destroyed. This is why I have to wait for a short while there, because I couldn't go any further down.
Ah ha, that makes sense. Thanks for the explanation. It's a shame the bombs are so easy to despawn; oh well.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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In level 18, you go up to grab a segment, then down to lay some bombs, and sit around doing nothing much while waiting for the bombs to explode. Is it possible that it'd be faster to drop the bombs and then go for the segment? Likewise with level 24 -- it seems like you should have been able to head down to bomb the wall at the bottom of the level earlier than you did. Otherwise, looks good! It's a shame the bombs take so long to explode though. For some reason, one of the music tracks reminds me of Don't Fear the Reaper.
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Having played this game before, I had no idea it had music! How bizarre. The version I'm used to just plays a droning sound wave. If I understand correctly, music is only enabled if an uninitialized value in memory happens to be set to 1? Regarding the run, I've no idea what difference Hard mode makes, but this looks like a well-optimized run. Nice work! As for preselecting memory, we have to set startup RAM to something. As long as Vault runs don't use extraordinarily unlikely setups (making their hardware reproducibility problematic), I don't really care.
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Nice work! It's impressive how different this looks from the earlier generation of Shantae runs. The glitches to skip cutscenes / abuse shopping / warp squids never get old, and the Fighter's Gear makes a surprising amount of difference in how the game is run. Thanks for giving this game the attention it deserves. :)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Haven't watched the video, though I watched portions of the previous submission. Frankly, Sisters mode is just boring. It's boring to play, it's boring to watch. I don't like the use of the stats-transfer glitch, but I don't think a pure run would be interesting either. Movement is too slow and too simplistic, and the available techs for speeding things up (damage/corner boosting, carefully managing MP) aren't all that interesting either.
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Lord Tom wrote:
Derakon wrote:
I do have one question: would it be possible to shoot the Patra with an arrow or two to speed up that fight? That's several seconds of stabbing there, after all, and arrows are more powerful than swords, right? Of course you'd need to find some more rupees somewhere.
Patra can only be harmed by a sword or the non-projectile wand. The silver arrow does 4x wooden sword damage, and the wooden arrow 2x. If arrows did work, it'd be trivial to get a few extra rupees in Level 6 or 7.
Ah, that would do it, yep. Thanks for the explanation. I assume the same is true for Ganon, viz. when invisible he can only be hit by the sword?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Well, okay then.
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Very impressive! The route feels much more organic with no money game and no warp whistles; everything just neatly falls into place as you have exactly what you need at every point. I do have one question: would it be possible to shoot the Patra with an arrow or two to speed up that fight? That's several seconds of stabbing there, after all, and arrows are more powerful than swords, right? Of course you'd need to find some more rupees somewhere.
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Masterjun wrote:
I knew about the programmed behavior. It also relies on the PRNG. So if that counts as deterministic in the sense of video game randomness, then my question remains.
How does it use the PRNG? I was under the impression that the only factors controlling the ghosts are a) Pac's position, and b) the current time, as the ghosts cycle regularly between their normal chase patterns and a "flee to a designated corner" pattern. But as far as I'm aware neither is pseudo-random. I'll admit to not being very educated about this game though.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.