Posts for Derakon


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Randil wrote:
ho-ly-crap that is awesome. I think I'll try and code this algorithm and see how it turns out.
It would be great if we could try this for high-resolution encodes. Even if it's processor-intensive, encodes don't need to be made in realtime. Before anyone spends too much time working on an independent implementation, though, it'd be worth contacting the authors and asking if they have source code available.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Post subject: Algorithmic vectorization of pixel graphics
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This awesome paper is all about vectorizing 8- and 16-bit videogame art so it can be upscaled without loss of quality. There's some frankly amazing examples there; I'd love to play Super Mario World with this as a realtime filter. It doesn't always work out well (the Doom Guy's head at the end of the article, for example), but even then it's hard to say that the vectorization made things any worse.
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Shinryuu's is too low-contrast for my tastes, not to mention it looks like the eyes are too far down the face.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Shouldn't be too hard to make a Lua script that just records what buttons were pressed on what frames, and another to mirror that back in a new recording. Or if you're confident in your binary file editing and knowledge of the movie file format, a script to read input and write out a new movie file. Certainly easier than manually recreating the input in either case.
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OSX 10.5.8: Darwin 9.8.0 i386 PIPE_BUF size: 512 Pipe size: 16384
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Franklint wrote:
Let's face it, Mario 64 has pretty much become the most broken game on the site
Oh ye of great hubris, has thou not heard of Mega Man? Call me back when you're executing textures as code.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Agreed, and apologies for bringing it up again.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Yeah, load times, times to display text, PAL/NTSC timing variations, etc. are not considered when judging movies unless they have a material impact on the actual gameplay.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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The storage issue can be mitigated by using a reactor that reprocesses its outputs as inputs, ideally in a breeder reactor. You end up with more highly-radioactive outputs, but their half-lives are drastically reduced -- down from thousands of years to decades. The main problem is that this produces weapons-grade radioactives, thus there's a proliferation concern.
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Wow, six minutes! And over a minute faster than the test run too. I'm looking forward to this. :) I'm also surprised that the level-3 attacks are worthwhile for generic leveling, given how MP-hungry they are. Or does your MP get refilled on levelup? It's been so long since I played this game that I've forgotten.
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Meanwhile I'm over here thinking that the BLJ and other unbounded-speed techniques are what make the bulk of the game less interesting...but oh well! (There's amazing things you can do with BLJs and bouncing off of world boundaries and chained wallkicks and so on...but do that for a large number of stars and you start to lose variety IMO)
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Mm, I still suspect that most people who aren't familiar with fighting games won't notice that much difference. They don't have the in-depth knowledge to say "Hey, he just cancelled X move into Y move! I've never seen that before!" I don't want to discourage you, though -- make the TAS! Plenty of people will appreciate it! It just may have trouble passing the bar for publication here. Then again, it might not...
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The Ultimate Team apparently is so ultimate that it's more interested in fighting itself than the enemies.
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There's a convergence of, what, five edges there? I guess the question is, how many do you need to be able to force yourself through?
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Just hope someone makes some subtitles, I guess. Most of the text will be going by too fast to read anyway.
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Fighting game TASes are rather contentious choices around here. People who aren't familiar with fighting games tend to get tired of watching the same character for extended periods of time, while people who are familiar are just generally very picky about the quality of the work with the character in question. I strongly recommend you check out the other fighting game TASes published here, particularly X-Men Vs. Street Fighter, where SDR kept things interesting by switching characters often and playing several 2P bouts so the game didn't entirely consist of an invincible player performing unanswerable combos on a series of punching bags.
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You can always make the argument that we ought to refuse to benefit now from some limited resource, so that people in the future could benefit more. You can make that argument. Yep. It's hilariously unrealistic, because humans in aggregate are generally greedy and don't look forward more than five-ten years or so at best, but you can make it. It sounds to me like Kuwaga's basically saying "Man, this planet's going to Hell in a teakettle, what can we do to stop it?" And yeah, drastically reducing dirty energy consumption and/or moving to some as-yet-unrealized massive-output clean energy source are basic requirements to achieve that goal. But you can't just declare by fiat that everyone's going to use less energy. Maybe if you're incredibly evocative and persuasive, you could cut consumption by 10%...and then the people and organizations using the remaining 90% says "Sweet, more for me then." Organizations, especially corporations, are largely sociopathic, remember. Even governments don't look out more than a few years (until the next election). If you want to get humanity as a whole to actually plan for the future, then you're gonna need a lot of brain surgeons or a lot of guns.
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Yeah, but anyone going for an improvement should make it their first priority to read the publication thread for their target, since that's where known improvements are most commonly discussed. In reading the thread they will also encounter the debate on when the movie ends and what its "actual" time is. Not to mention they'd watch the movie, go "Hunh, these ten seconds at the end aren't actually needed, but presumably my predecessor had them in there for a reason." In short, this is a situation in which basic common sense will save the day. Hooray!
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I have difficulty blaming "our generation" (keeping in mind that TASVideos is a multi-generational community) for the failings in city planning, infrastructure investment, and so on that keep public transit and bikes from being viable methods of transportation. Lots of people prefer to live in relatively low-density areas, without having to give up access to all of the opportunities (jobwise, entertainmentwise, foodwise, etc) that cities provide. Obviously when high-speed personal transportation becomes cheap, people are going to take advantage of it, resulting in an exodus to the suburbs. And in the USA, there's plenty of room for suburbs. Japan, and many European countries, don't have as much room to expand, so suburbification could only go so far; combine that with lesser gas subsidies and non-car-based transport options become more competitive. I suspect they also don't have anywhere near as much of a cultural attachment to the concept of automobiles, which means there's less objection to major rail buildouts or reworking cities to encourage bicycling. In any event, the USA will catch up eventually. It has to; we're gradually bringing the price of car-based transportation back into line with reality (as gas prices go up, carbon emissions get taxed, and so on). The alternative of course is to come up with a cheap renewable gas substitute, at which point, who cares if we use cars for transport? They'd no longer be anywhere near as wasteful at that point.
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They thought about making a nuclear-powered car back in the 50's, called the Nucleon. Unfortunately contemporary reactors were too big. It was also at one point assumed that each house would have its own private nuclear reactor, providing energy too cheap to bother metering.
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The only concern I'd see with the listed time being inaccurate are for purposes of comparison with non-tool-assisted speedruns, and I can't see that being a particularly big issue. Certainly not one worth voting no for. If the author's willing to add on some entertainment at the end after the run is complete, who am I to argue? Similarly I'd have zero objection to e.g. playing with the input display (like the old Super Metroid 100% run did) during the credits.
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Coal plants generate far more radioactive waste than nuclear plants. And they dump it into the atmosphere! Lung cancer for everyone! Hooray! There's two main problems with nuclear power in the USA right now: most people are irrationally afraid of it, and people in power repeatedly abuse public paranoia to get re-elected. Nice little vicious cycle for you there.
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Best of luck! If you want to submit a TAS on this site, I strongly suggest posting it first for others to see and suggest feedback. Lag frames are, broadly speaking, frames in which "nothing" happens. Music and sound effects play, but nothing moves in the game and all input is ignored. They happen because too much is going on for the system to process everything in time for the next display frame. For some games, managing lag can be an important part of fast play -- the player has to choose his actions so as little lag as possible occurs. This can involve avoiding big explosions, killing enemies before they come on screen, and all sorts of other things.
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That was my reading as well. The friction is all static friction just to have a momentarily-fixed axis of rotation. So presumably any losses would have to come from the transition from one axis of rotation to another, during the apparently not-fully-elastic collision. I never did learn inelastic collision mechanics
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You should be able to press all buttons at once. Your computer keyboard probably isn't able to do this, but the emulator has various ways around that (e.g. setting auto-hold or binding multiple input buttons to the same key). Most games will notice a button has been pressed on the same frame that it is pressed. If you want to turbo-fire a button in such games, then you need to alternate pressing and not pressing the button on every other frame. You may see people talking about "30Hz autofire" -- that's what this is. "30Hz" means "30 times per second", i.e. the game recognizes that the button has gone from not-pressed to pressed 30 times each second (because the game has an update rate of 60 frames per second). Sometimes you get lag frames in which input isn't processed. And some games don't even accept input on all non-lag frames. I suspect you'll be fine for MMBN though.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.