Posts for Derakon


Experienced Forum User
Joined: 7/2/2007
Posts: 3960
Keep it up! I'm looking forward to seeing the completed run. :)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
With TASE, by any chance is E dead at that point? Because then you'd have TAS, which is a clear winner. :)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
D'oh, oh well. Thanks for the correction.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
...it just occurred to me that that's probably why Terranigma's sound feels so ponderous all the time. It's probably running ~17% too slowly. If we'd only gotten a (U) release we wouldn't have that problem. *shakes fist* More relevantly, generally as I see it the decision is first: is there a version that has noticeable good non-text differences (e.g. glitches, better content, proper running speed)? If so, go with that version. Otherwise, go with the version that maximizes how much of the audience will be able to understand the text. Generally that means going for English when available. I suppose if you had to choose between, say, Japanese and German...
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
Surely he wanted to use "utilization" instead. That has many more letters, so it must be right! ("Use" is just fine there)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
I rather suspect that all that "spamming" was needed to move quickly. Running is often the slowest movement option available, sadly.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
Or you just need Ripple Effect-Proof Memory. We can assume that's one of the tools used to make this a valid thought experiment.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
Seemed competent enough, but not very interesting to watch. And why the weird route? You bypassed some of the pickups to go towards the end, then went back and grabbed them. The Genesis run did the same thing, so I assume there's some reason for it, but it just looks weird. Is all of the game structured like that level? I.e. pick up all the items and then head to the exit?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
This isn't like Super Metroid, where the game is basically the same and you just get from point A to point B by a marginally different path or in a different order. Each level in Metal Slug 3 (except for the last level) has multiple branching paths. They all start and end at the same point, but in between you get completely different fights and enemies. There is absolutely room for different runs of Metal Slug 3 that differ only by which routes they take. The only problems I see are that the zombie level only has one branch, and it's solely for bonus points (you go into a cave, fight to the end, turn around, and fight back out, then finish the rest of the level as normal), and the last level is so bloody long and is always the same. But there are 3 paths for mission 1, 3 paths for mission 3, and 3 paths for mission 4, one of which branches again into two sub-branches. If you just take the "default" path, you mostly just fight soldiers, zombies, and aliens. Side-paths have carnivorous plants, giant maggots, a leftover kamikaze army from WW2, mummies, yetis, and of course a bunch of extra Slugs for you to drive around. Two runs that differ by route will have significant differences in gameplay, enough to warrant publishing.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
1.43 has less accurate emulation, therefore it is better? Am I not following something here? Or is it 1.51 that doesn't emulate lag properly?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
Lua is a programming language. Several emulators have integrated it, so that it can be used to control the emulator's behavior, e.g. by reading memory, setting controller inputs, stepping the emulation, and saving and loading states. If you want to learn to use Lua, then you'll need to learn at least the basics of computer programming.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
I enjoyed what parts didn't consist of incomprehensible-to-me talking. This is a side of Squaresoft I hadn't seen before. Subtitles or a cutscene-skip would help a lot in the official encode.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
Looks good to me. Nice work!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
That skipping discovery sounds like it should make for some very fast traveling. Excellent.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
Rather than have a big discussion full of hypotheticals, why not wait until we get our first example game where someone wants to use a cracked version, so we have something concrete to base our arguments on? Not that I would ever try to prevent this forum from having an argument, mind you.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
From what I recall, this game is hellishly difficult. You may not have made it look easy, but you did make it look reasonable, which is certainly not the case. Nice work, Ryuto!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
Best of luck!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
I would say rather "exhausting" than "tiresome"; the latter implies the run gets boring, while in fact it's just the case that the viewer can't maintain the high level of attention required to figure out what's going on with all the action and flashing lights. In the absence of a DIP switch or push-button code to start on loop 2, I see no reason why a savestate with associated verification movie wouldn't be allowed. There's just been no need for such a thing before now.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
The second loop is a continuation of the first loop. Think of it like Ghouls & Ghosts, where after "finishing" the game, you get sent back to the start to do it over again properly. If you're going to go for a score run then, from what moozooh was saying, you'll have to do both loops. I'm not certain how entertaining a score run would be compared to a normal playaround, though. It seems like it might constrain your options a bit, not to mention be a very difficult optimization problem.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
The second time through the game, the enemies shoot more and there's an extra boss at the end if you do well, if I remember my bullet hells correctly. The levels are otherwise the same. Basically, the first time through to the normal final boss is merely a warmup for skilled players; the "real" game starts on the second loop.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
Emulation always incurs a heavy cost. You don't just have to run the instructions in the game's program; you also have to simulate all of the components of the console itself.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
The NES competition I'm thinking of was held in 1990, though I can't find anything corroborating what I heard about someone gaming the piece order.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
I'm talking specifically about the NES competition cart, which combined several games and ended with a modified Tetris. It was modified, of course, so that luck wouldn't impact the players' results -- since each player was supposed to be playing the competition for the first time, the fact that it used a fixed seed shouldn't have been an issue. But as I recall, someone managed to get a sneak peak (or was able to watch a competition that was happening a day or so before the one they were scheduled to be in) and figured out the piece progression from there.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
If this qualifies, then wouldn't the kid who gamed the Nintendo competition cart (which similarly had a fixed Tetris progression) also count?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Experienced Forum User
Joined: 7/2/2007
Posts: 3960
As I understand it, only by changing which RNG values will generate souls. Here's my understanding of the "impossible soul drop" problem: a soul can be either 1 or 2 RNG outputs away. When Soma swings his weapon, the RNG advances by 1 if he doesn't shout, or 2 if he does (presumably to decide which shout he uses). If the soul is 1 RNG away and he doesn't shout, or 2 and he does, then all is well. However, if it's 1 away and he does shout, then you end up skipping the desired RNG value.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.