Posts for DiscoRico


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Joined: 10/11/2012
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Does Rogue Agent have a "hardest difficulty" that is only unlocked after beating the game at second-hardest (or lower) difficulty? If so, I think you could make the argument of using a save file to play on the hardest difficulty, also letting you skip cutscenes.
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Here's the HD official upload of the run: https://youtu.be/8GgU832pBGM?t=375 (time-stamped to 6m15s in)
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Since you need all of the upgrades and sub tanks to get the shoryuken, could this just be branched as Shoryuken or Shoryuken%? The submission text says the run is 31:24.93 and the site parser says 31:21.83. Also the table in the submission text says a savings of 20 seconds, but the first line says a savings of 18 seconds. Which of these values are correct? Yes vote.
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your combos are so big!
Yes vote.
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I used to play the hell out of this back in Physics Lab. (If you can call it "playing".)
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Zakem66 wrote:
1. 3 E tanks is minimum since MB2 hits with the rainbow beam doing 300 damage, when having Varia suit on. Without Varia that would be 600 damage.
I see.
Zakem66 wrote:
2. It was pretty much the next room layout and sometimes the next room after that which affects the strategy I use in each situation. Often times I need to maintain the shinespark because there is not much room in the next room to gain speed and to get another shinespark charge whitout losing time. I didn't test every possibile scenario in every situation and there is possibility of error there somewhere. I don't think I understand the last question, sorry...
You answered the question perfectly! Yes vote for entertainment, will agree that this hack is sufficiently different from at least vanilla SM.
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This run looks really well done! I have a couple of questions. 1. Why do you pick up the third energy tank? I'll admit that I was a little distracted while watching, but I don't seem to remember you needing that extra health at any point. Is it a necessary pickup? Could a 10% be done instead (and subsequently claimed as low%+any%)? 2. When you do some of the shine-spark chains, what made it faster to de-spark and shoot a door open in some circumstances over using the shine-spark-ball to lay a bomb and carry your spark through into the next room? I saw some instances where you had to shoot a super missile, for example, but other times you shot a regular shot at a door after stopping the spark.
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Alright this is actually pretty neat. Only tried one run, got wrecked, will try again later.
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This page has a list of some example spots, as well as some other tricks. http://tasvideos.org/GameResources/N64/SuperMario64.html
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You can perform very rudimentary BLJs without tool-assist. The idea behind it is to start the first long jump while holding back on the analog stick, and continue to do LJs while holding backwards. With tool-assist, you can vary the deflection of the analog stick and increase the speed at which you do the long jumps, as well as use memory watch and frame advance to find out where you'll end up. As far as whether or not the TASers use a controller or a keyboard, I can't answer that question.
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Let me try to explain a little better. The fact that the console-verified TAS exists means that its inputs are of high-enough quality to be input to the real hardware and execute to completion. If you take the output from the Input Logger and play it back on an emulator, you can detect inconsistencies between the real hardware and the emulator, or errors in the Input Logger (should there be any). It stands to reason that if you: 1) take a known control input file that was "generated" via emulator 2) input it to the console 3) use Input Logger to record that same input you could run a diff of the original input file vs. the Input Logger file and potentially find any discrepancies.
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How efficient would it be to take a console-verified TAS, re-sync it on console, record that input, and take that input to compare to the original movie? You should be able to see areas where your code could improve, seems like.
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CyclopsDragon wrote:
... not really worth doing.
Aw, that's unfortunate. That's too bad! I think I'd like to see a category for this game where there is another objective as opposed to just raw speed.
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CyclopsDragon wrote:
It really depends on the floor. For some floors, like E7, E24, and all of Master, the score strategy is the same as the time strategy, so going for time would entail going for score. However, other floors such as E9 and E42 would change dramatically. The main issue with a high score run lies in the fact that Floor 9 has more than 100 bananas, so you could theoretically just loop that floor infinitely, collecting every banana and then dying. If you wanted to do a score attack TAS, you would have to put a "no death" restriction on it, which is totally reasonable. It's certainly something that's been considered, but given all of the possible categories that could be TASed (for example, SMB2 Expert through Master Extra No Warp has some very cool TAS strategies), it would take a lot of time and effort for a group of TASers to put them all together (probably a lot longer than it took for us to put this TAS together, even with a larger group of players, and not many players have computers that they can use to TAS), so we're focusing on the main categories.
I see. Makes sense about the no death restriction having to be placed. Further question, though. What would an "all bananas" challenge look like? Edit: meaning all unique bananas
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Fantastic TAS. I absolutely love the SMB TASes. Yes vote for stars. This may seem like a silly question, but what are the similarities/differences between this run and a hypothetical score-attack run?
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Warp wrote:
Suppose there existed a program that answers this question: Given a natural number (in base 10) and a set of mathematical operators, does there exist a closed-form expression that uses those operators (and numbers in base 10) that is equal to that input number, and that uses less symbols than the input number? (I'm counting each digit as a symbol, as well as each individual mathematical operator.) I'm wondering what the computational complexity of that program would be.
125 = 5^3 (assuming the three is actually superscripted) Right? It doesn't work for 1 or 2 cubed, but it would work for all other numbers.
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Unbelievable.
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Joined: 10/11/2012
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Isn't WarioWare the same length no matter what you do? This on the other hand requires manipulation of the other people, at least in hockey and snowball fight from what I could tell.
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I believe the idea was that since the SNES version was a dumbed-down version of the arcade version that a faster run on arcade would obsolete it. I hope that's the case, though.
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.csv is "comma separated value". Think of a spreadsheet, where the columns are determined by a comma, the rows correspond to frames. Pretty ingenious little creation by Alyosha, if I might say so myself!
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Experienced Forum User
Joined: 10/11/2012
Posts: 48
Warp wrote:
Sounds exactly like the newest Numberphile topic: https://www.youtube.com/watch?v=U9qU20VmvaU
... Indeed, it does. Although, as I said, I got mine from a puzzler on Car Talk.
z1mb0bw4y wrote:
At this point you can do some simple plugging and chugging with n as a whole number until the end result is also a whole number. The smallest value of n that seems to work is 3. This means that Charlie saw 10 fish when he woke up (he tossed 1 and took 3), Bill saw 16 fish when he woke up (he tossed 1 and took 5), and Alex saw 25 fish when he woke up (he tossed 1 and took 8)
That is correct! The general solution to this problem is fishinitial = 27*n - 2, for all integers n. Extending this to the monkey-coconuts problem, it appears that for problems of this exact structure, for x iterations, the first solution is of the form objectsinitial = xx - x + 1 for all integers x.
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Yes vote. Short enough to never be dull, and a pretty significant improvement over the last run!
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Joined: 10/11/2012
Posts: 48
I heard this one on Car Talk a little while back. Suppose three guys, Alex, Bill, and Charlie, go out fishing one day. They get up early, pack their stuff up onto the boat, and head out to sea. They spend all day fishing, catching some number of fish, i.e., more than zero. They get back to dock late that night, and decide to just sleep on the boat and wake up early in the morning and go home. In the middle of the night, Alex starts to feel sick and decides he'll go home to have access to some sort of medicine. So he gets up, goes to the fish tank, and counts the number of fish. After he's counted the fish, he finds out that there's no way the fish can be divided into three equal parts, so he throws a fish overboard, and takes a third of the fish home, without waking up the others. Sometime later, Bill gets homesick, and decides that he's going to leave early to be with his wife. So he goes to the fish tank, counts the fish, and notices that the number of fish in the tank can't be separated into three equal groups. So he throws a fish overboard, and takes home a third of the remaining fish, not knowing that Alex has already come through and done the same. Morning comes, and Charlie thinks he's up first. Ready to get home, he goes down to the tank, counts the fish, sees that they can't be separated into thirds, throws a fish overboard, and takes a third of the fish home, without knowing that Alex and Bill have already done the same and aren't on the boat. So, after all this is done, what is the fewest number of fish that could have been in the fish tank initially for this situation to have happened? (Bonus points if you can give me the general solution)
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Is there anyone currently working on an update to this game?