Posts for Dromiceius


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nfq wrote:
evil is good.
Not that I disagree, but by that logic there would no way to distinguish who goes to heaven or hell. For the sake of argument, I am assuming that god wouldn't make himself morally indifferent, and yet give two poops about the morality of humans. The point I'm actually trying to argue still stands.
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Warp wrote:
Why are the numbers in the keyboard numpad arranged differently from the numbers in a phone keypad?
I managed to dig up an answer. Really quite interesting... http://www.vcalc.net/Keyboard.htm
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Baxter wrote:
You think their deity would allow this?
It allows cancer and child rape. Why not? To elaborate, gods are apathetic fellows.
Epicurus wrote:
Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?
Warp wrote:
This is the stupidest and most useless thread in the entire site. Just lock it, please.
Tsk. What an anti-intellectual attitude! You should at least justify your position if you're going to insinuate that we're all stupid, and try to armchair-moderate the forum.
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Swedishmartin wrote:
I don't believe in a god, and I can't, but I wish I could believe so that life wouldn't seem so pointless. Get born, have and raise children so that they can have children, and then die. Am I being overly negative?
Maybe... small-minded? You can't say that life is pointless and then say that the point is to reproduce. There's no point, but there are things that make sense, like living for personal fulfillment and enjoyment, or supplicating yourself to an imaginary father figure. Of course, you could ask Bisqwit to change your name to from SwedishMartin to NegativeNancy. :)
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Cool. Um... pardon my laziness, but I didn't catch the track name or your final time. How did you do compared to the world record?
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My initial reaction was "Oh GAWD! Not 20 minutes of this!?" but it's actually not uninteresting as a TAS, it turns out. Georgexi played this game like a violin from hell. Literally! It was surprisingly very good, and my attention didn't flag much until the laggy bits in the last level, so I give it Yes vote. *crosses fingers for a 2-player Bio-Hazard battle run*
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The only interesting idea (interesting as in, no one has ever had the balls to reply to it) I've had is that there's really no way for a theist to know that their particular holy book was not, in truth, written by their particular anti-deity. Many people accept that either God or Satan can respectively "speak through" or "possess" an individual. How, then, do we know that the bible wasn't written by someone possessed by Satan? What if following the bible actually gets you sent to hell, and the "true way" is, for example, to abstain from letting a book dictate your morality to you? I believe that because one cannot know the answer to this question, no one has dared provide a serious answer to it whenever I bring it up.
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WAAAAVE MAN! MM5. My favorite megaman tune, and some very shiny colors in that level. (And that thing where Baxter jumps over the jet-ski and hops around on the water.)
Hyrule Field (N64 LoZ: Ocarina of Time);
I like everything in LoZ. Particularly the lost woods, Hyrule town, and Kakariko- at night. The temples, too... it all holds a very powerful sense of nostalgia, probably owing to the masterful use of ambient sound and other atmospheric details.
World 1-1 (NES SMB3);
World 5 for me. I always liked the sense of scale and distance that climbing the tower into the sky provided. NYC and Versalife from Deus Ex also make my list. Flamethrower hijinks abound. Spellhold's psychological evaluation from Baldur's Gate II. That is some sweet, tasty dungeon crawling. There's something about being so far removed from society that appeals to me in a very unwholesome way. I'm sure a GE/PD level belongs in this list. Facility? I'm sure that was the first time a lot of us ever experienced stealth in an FPS, and really felt like we were making a surreptitious entrance to a place full of angry commies. :D Quake: the final level of Episode 2. Can't remember the title, but that elevator at the end is a bitchin' good time on Nightmare difficulty. Green Brinstar. ('Nuff said.) But in light of Bisqwit's answer, the place I would most want to spend eternity is, without a doubt, The End of Time from Chrono Trigger. I'd probably end up standing somewhere on the right, with my arms crossed and my head down... 'Cuz I'm just cool like that. ...Yikes. Long post. Hope at least some of that was interesting.
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Someone had to mention it eventually. :D Yes vote (though the cock.)
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There seemed to be sloppy/unnecessary shooting in every level. Some lag may have been preventable around frame 18,000 by killing the enemies instead of walking by them. On the other hand, maybe it wasn't? Anyhow, I was amused, and the movie is short enough that the trick doesn't have much chance to become tiresome. I think what happens at the end puts the performance a shade above Meh, into Yes territory. "As long as evil exist in the world, Eric will defy the laws of physics to run away from it."
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RT-55J wrote:
Rridgway wrote:
Why?
???
The correct answer is "why not?" Either that, or something very rude.
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"Oh, look. It's a cute little chibified Dracula. And the music- it's a cute little ragtime-y remix of the Castlevania theme. And look! There's a... cute little... klansman. Oh my." There were some nice variations in the action, so the game is interesting enough to be publishable, IMO. I was concerned about the use of frame advance and various small optimizations. The battle around frame 40,000 in particular was odd. Wouldn't picking up the coins and using a different weapon reduce lag? It was pretty good, anyhow. I'm leaning toward Yes.
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I don't know what it is, either. Too lazy to read, but... http://en.wikipedia.org/wiki/Distributed_hash_table
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...or when you start trying to "optimize" breakfast.
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Can you, for example, somehow locate values used in a boss' AI to use as surrogates to predict their behavior?
Yep. That would probably require some disassembly, since AI isn't as opaque as HP values and such. Gunty actually did something like what you're describing to improve boss fights in Lufia 2. IIRC, he translated the random number generator and combat code into Java, and made a bot that tested all possible combat options to see which is the fastest.
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Just a wild guess: Hellsing. The visual style looks about right.
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A quote from Epictetus: "Don't surrender your mind. If someone were to casually give your body away to any old passerby, you would naturally be furious. Why then do you feel no shame in giving your precious mind over to any person who might wish to influence you? Think twice before you give up your own mind to someone who may revile you, leaving you confused and upset."
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I would be up for helping with finding difficult memory addresses and finding out how stuff works. If someone wants to improve the old run, that is...
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laughing_gas wrote:
Why Friends specifically?
For the purposes of humor. It made me smile more than, say, Teletubbies.
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The people most likely to not get this information are the people who have never seen a TAS or only seen one.
I think it would be more to the point to say the people who don't care that much about how fast ancient videogames can be played. Surely lots of people saw Morimoto's SMB3, thought "WTF was that crap?" and continued masturbating to Friends reruns. I'm not sure I understand the purpose of this thread.
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hm wonder if you could make a tas and play it up on a midi player as a song(mp3 are to big).
Heh. Yeah, have the emulator sequentially play notes from Ode to Joy whenever Z is pressed.
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7e1e01 keeps track of Ovnunu's cycle (the Ovnulation cycle, if you will.) Haven't tested a whole lot, since it's hard to get the timing right, but I think if you kill the last eye before it drops from 96, he'll come out. You were late by about 20 frames.
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Question: how fast does Megaman fall? At maximum acceleration, I mean.
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83/D3B9:   E230       SEP #$30     ; set bits x, d, i,
                                   ; and z = 1
Not quite. The sigil ($) means we're using hexadecimal. Decimal 30 = 00011110, which is how you got nvmXDIZc, whereas $30 = 00110000 = nvMXdizc. You can find out more about this by searching "flag register" in the asmtutor, but what SEP #$30 does is set the M and X flags, both of which tell the CPU that we're working in 16-bit mode, rather than 8-bit mode. The sharp (#) means that rather than loading an address, it's using an absolute value. I should also tell you about Geiger's debugging snes9x. If you don't already have it, you should get it, because it allows you to step through the code as it's being executed.
83/D3BB:   A542       LDA $42      ; load the accumulator
                                   ; with memory, also
                                   ; deals with Direct Page?
Loads the accumulator with whatever is in 7E0042. I don't think the direct page actually comes into play when digging around in disassembly. At least, I've never seen it.
83/D3BD:   F044       BEQ $D403    ; something to do with a
                                   ; branch to 83/D403?
Branch if EQual checks to see if the zero flag is set, and if it is, it jumps to the address given, within this code bank. (The ROM is divided into chunks or "banks" of (IIRC) $8000 bytes. We're looking at bank $83 right now, hence the jump to $83/D403.)
83/D3BF:   220F8882   JSR $82880F  ; jump to subroutine at
                                   ; 82880F (not sure what
                                   ; this means)
If the z flag wasn't set at the BEQ, the processor will proceed to this line, and jump unconditionally to $82/880F, which is code bank $82. Once there, it executes whatever it finds until it hits the RET code, and returns to $83/D3BF. If you need to see what bank $82 (or any other bank) does, Modify that batch file to dump it by changing "83" to the bank number and renaming the output file.
83/D3C3:   903E       BCC $D403    ; clear the carry bit at
                                   ; D403?
Branch if Carry Clear. If the program had, for example, incremented the accumulator until it carried over to the next byte, the carry flag would be set, and it would jump to 83/D403, as with the BEQ above. We don't know by looking at disassembled code whether this branch actually happens or not, or under what circumstances. Hence the importance of Geiger's debugger.
83/D3C5:   A636       LDX $36      ; Load X register from
                                   ; direct page
In addition to the Accumulator, data is often loaded into the X and Y indices. Usually, these are used as loop counters as you would use "int i" in a for loop in C/++. LDX $36 loads 7E0036 to the x index, the contents of which are listed in the disassembly pane of Geiger's debugger.
83/D3C7:   AD820D     LDA $0D82    ; Load the accumulator
                                   ; with memory at 0D82
Right- and remember that you can find 0D82 in the cheat search by putting 7E in front of it.
83/D3CA:   38         SEC          ; set bit c = 1
Manually sets the carry flag. It's unclear from what you've posted why it would do this.
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That file seems to be different from what I was looking at before (for example, at 83/D20C, instead of saying $1DF8, it says $48).
Ack. I think that's because I neglected to use the -n switch, to reflect the ROM's lack of a header.
Also, I'm going to risk showing my ignorance and profess that I don't even know how to use a batch file and I can't run it from the command line. :/ Sorry to be such a pain. I'm gonna still try to figure out how to make it work though.
No worries- it's easy. You'll need dispel.exe and demon's crest.smc in the same folder. -Rename demon's crest.smc to something that won't confuse DOS, like demon.smc -create a text file and paste this line: dispel.exe -n -l -p -b 83 -o demon83.asm demon.smc Save and rename the file dis83.bat, then execute it. (A quick test reveals that the dump actually worked this time.)