Posts for Flip


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Experienced Forum User, Published Author, Skilled player (1535)
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And people think S3&K had a lot of rings.
Experienced Forum User, Published Author, Skilled player (1535)
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Yeah, I was the one who suggested those (but didn't TAS them obviously). Here's the breakdown according to my understanding. -Game is about collecting 'stars', with minor doors requiring so many stars to open. Major doors which are loading points require Keys, earned after defeating each Bowser boss battle. -Backwards Long Jump glitch (BLJ). When using longjumps, you can steer Mario backwards, which when landing on a slope/staircase can enable another BLJ, whose speed will be added to the previous. This can be used in succession to reach incredible high speeds. This can be done to go through minor doors, but not the locked ones. This means the game can be done by glitching through all minor doors to get to Bowser battles, getting key, and then using that to unlock the next loaded area, IE next floor of the castle. The exception here being this one door. -This door is supposed to require 30 stars to open, then when you get inside, mysteriously there's just yet another level entrance (Dire Dire Docks), making you think what the point was, and why was this one so special? But the neat thing is, once you complete the first star in that level, the DDD entrance portal itself moves backwards, revealing the TRUE reason why you're in here: There's a portal to Bowser #2 behind it. (See 23m52s). So since pretty much everything can be glitched before/after, this was a heavy choke point to determine what was needed to finish the game, as different glitches required different set ups, and thus different amounts of stars to be collected. -70 stars. Intentional, 30 stars to get in, 1 star to shift portal, thus 31 stars to get to Bowser #2. Final door in game requires 70 stars. -16 stars. When you've collected 15 stars, MIPS the rabbit spawns in the basement. If you capture him, you get a star (ignored), but with proper positioning you can drop him through doors, taking him to this place, and jumping between him/wall to clip through this door. This negates needing 30, but since you still need DDD portal to be shifted, this route therefore requires 15+1=16 stars. -1 star. Finally after enough testing, the nearby small staircase could finally be used to to initiate BLJ, despite being perpendicular to where we needed it. With stalling/ricocheting off a nearby pillar it was finally enough to get through the door, requiring 0 to get in! Still need DDD shifting though, so grand total to finish game was 0+1=1 star. -0 stars, finally with enough precision the BLJ here could not only take Mario through the 30 star door, but still have enough speed left over to get through DDD too. Thus 0 stars needed to get to this place, as well as all the others. Final total to finish game, 0 stars. Hence the shortened descriptions you'll find in the original post here
Post subject: An oldie, but nobody solved it last time.
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A cylindrical hole, 6cm deep is drilled through the middle of a solid sphere or radius r. Find the remaining volume in the sphere. You may find this page useful. What's interesting about the solution?
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I notice people are explaining their use without saying what the hell they actually are. Well here's my understanding: Pixels are obviously the coloured dots which your monitor/TV etc uses to display the image. However, games are not nicely programmed using pixels as their foundation for distances/speeds. A character may not necessarily move at exactly 1 pixel per frame, or 2 pixels per frame, but instead may have a speed which moves him 4 pixels every 3 frames, or approx 1.33 p/f. That would give x positions {0, 1.33, 2.66, 4}. But obviously, how do you display that speed on screen? You cannot draw a graphic with a displacement of one and a bit pixels can you? You can only display them at the nearest pixel, and thus games will simply round up/down to the nearest pixel and draw the char there. This would result in the actual locations on screen being drawn as {0,1,3,4} for example. That's not because his speed is 1, then 2, then 1; it's not that our character inexplicably goes twice as fast in the middle, it's just that we can only draw him in the nearest pixel, and thus those strange patterns emerge. This means that when TASing a game, there may be two or more different routes/strategies which appear to give the same result. However, upon closer inspection, it may reveal that one of them gives an x position of 6.0, where as the other gives 6.4. Again, visually these both get drawn at x=6, despite the fact that one is ever so slightly better. Knowing this helps to squeeze out just a tiny bit more optimisation, because by getting larger subpixel values on each section, they will eventually keep adding up, and being enough to push your char 1 more pixel to the right. For example doing the 6 strat three times would give positions {6,12,18}, where as the 6.4 strat would give (6,13,19}; making our character a bit closer to the goal, and thus saving time.
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Espyo wrote:
Easy yes from me! Though was it just me, or did you miss a ring near the start of Sandopolis Zone Act 1?
He collects 3 of the 4 rings on 210750, but then goes back for the 4th ring at 212825
Experienced Forum User, Published Author, Skilled player (1535)
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You can't, the two things are in direct conflict, and are each trying to edit the movie file. One is you editing the very end, and seeing what each input produces. The other is editing the whole grid, but without knowing what the effects. How would you expect them to cooperate? Imagine if you changed the start in the TASeditor, how would the emulator cope? It would logically have to desync itself, but it would have no idea where it should be with those new instructions. How could it magically jump to the new outcome? At best, it'd have to run the entire movie again from the start, but if you're prepared to do that then what's the difference to just doing one a time anyway? Stop movie record/playback on emulator, edit it on TASeditor, then play it back again on emulator to see if it's any better. But I doubt you can somehow edit both at the same time.
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Maybe in the future we could have more assistance for the creation of a project? Like perhaps we can have available in the resources section certain Lua scripts which can be used to execute specific glitches for you, correctly identifying your current set up and desired outcome? Maybe some sort of intelligent bot which could be used for recognizing and correcting errors? "Normally you move your char 3 frames after getting powerup, this time you moved your char 4 frames after, clearly 1 frame error!" Granted, that may be due to RNG manipulation etc, but maybe something like that would help in future.
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In Mario Kart 64, Toad's Turnpike, the only item boxes available are on sidetracks which you need to deviate into. You never see the computer players ever leave the main road, yet they mysteriously get items anyway.
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I've just had a similar problem, and I'm glad to see there was a solution (kind of). Just had my movie desync, losing me about 22000 frames, wondered what the hell was going on. It is in fact the sound which causes it, which is mega weird. The problem only occurs when the emulator is loaded with the sound already off. -With sound initially off, I get desync. Load a state and play it again, desync. Yet if I pause and switch on sound, even during movie playback, the section will then sych properly. -Start with sound initially on, no problem. Turn off sound during movie, still no problem, thus it only gets affected if the emulator is loaded up with the sound off. Gens Re-recording V11a Toejam & Earl in Panic on Funkatron
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Infamous "Rubber Band AI" in Mario Kart games, by never giving good items to people in front. However, not really cheating considering it's known that this was the intention, rather than passing it off as just bad luck. In Mario Party 1, despite the die showing random numbers, no matter when you activate it, it'll give the same number each time. They only truly randomized the die roll on future games.
Post subject: Bad start, useless glitch.
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I'd like to give this game a shot, and as such have begun a bit of memory searching. An interesting thing is that a given earthling's data values are not stored in the same memory location each time, but rather it can change based on how many items are currently on screen. These values get used for a lot of things, such as the occasional funktronian who walks by in the scenery, as well as presents etc. If these things go too far off screen, then they disappear and thus the values then get freed for some other purpose. EG if earthlings go too far, it's common that they'll despawn and hide in some tree instead. Next, while messing around with a running present, you'll find a minor glitch to duplicate it. http://dehacked.2y.net/microstorage.php/info/507217615/Toejam%20%26%20Earl%20in%20Panic%20on%20Funkotron.gmv This works on all presents, but it's no use right now. It's an extremely inefficient method to get bonuses; but it's neat to see what effects it has. Apart from the slowdown it causes, you'll find that it caps the onscreen items limit, and thus prevents more stuff from spawning. This means it stops Toejam from being able to search nearby scenery, if doing so would spawn presents or earthlings. It also means that the poor rock disappears, since the sprite limit has been reached it seems. When doing it again a second time, you'll notice that as the Funk Scan initial confirms, there should be a girl hiding up in the tree. When you try to actually search it, you can definitely hear her, but you cannot see her nor does the funk scan detect her. Yet for some reason, you can still trap her. Completely useless glitch, but still neat.
Post subject: Challenge Accepted
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So here's an improved version of the previous script. This one fixes the oversized minimap projection, properly locates all of the units on the map, successfully identifying which are your own, gives units their proper clan colour, draws proper sized boxes around them, gives a tidier information box, and has far more decoded info. Download War2.Lua
Language: Lua

--[[Each Map entity takes up 0x9C=156 blocks, and count DOWN from the Offset Location. Here are decoded values: -00 X Coord, each square treated as 32x32. -02 Y Coord, same as X. -04 increases by +5 +4 Mod 54, don't know why. -06 Existence? 0=yes, 16=In training? 32=no, 48=Dead, or skeleton? Seems to keep changing to 32 while alive though, weird. -08 Animation: 2=stop, 3=move, 4=attack. -09 Animation frame -10 Direction, 0=N, 1=NE, 2=E, ...., 7=NW. -12 Graphic displacement (Y), used for sea/air units, which bob up and down periodically thus alternating 0, 1. -13 Graphic Displacement (Y) Timer. Controls when to bob. -16 X Coord, each square being 1x1 -18 Y Coord. -20 Movement type. 0=Land, 6=Flying, 8=Transport on Coast, 10=Ship. Dictates where/how unit travels. IE Flying creatures move 2 squares at a time. Also affects their shadow on ground. -22 Possible to select. 128=Yes, 136=No. -23 Selected: 0=No, 1=Building<50%, 32=Yes, 64=issued command, 128=selected by enemy. These values get added to each other. -26 HP -28 Countdowns from 200 when attacking/attacked. Possible RNG? -29 Unit Type. See values below, this merely controls actions available to it. -30 Mana. Also functions as construction/upgrade progress (0-256). Also, summoned units use Mana as duration countdown. -31 Unit Stats. Uses same values as Unit Type, but this changes Unit's Portrait Icon/stats etc. -32 Visiblity: 0=Yes, 1=Inside another Unit, 2=No -35 Unit Graphic. Uses same values as Unit Type, but a few extra values for 'peon with lumber' etc. -36 Owner. Players 0-7, 15 if just critter/GM etc -37 Clan Colour. 0-7. IE a player may control another clan -38 Current Action. See below tables -39 Next upcoming Action. -40 Route Plan. 40-59 shows the upcoming path a unit takes, using values 0-7 to desribe the direction to travel after taking each step. Directions will be -1 if unused, and if path is more than 20 steps these values will update themselves, according to Step Counter below. -59 End of Route Plan. -60 Invisibility Timer -62 Unholy Armour Timer -64 Bloodlust Timer -66 Slow/Haste Timer. Haste starts positive value, Slow starts negative, both countdown to 0. -70 Flame Shield Timer -72 Targetted by somebody? 0=No 7=Yes. Doesn't reset at all? -73 Attack countdown? 0 by default, quickly decreases from 31 after somebody targets attack? -76-80 Change to bloody weird values when under attack. No clue why. -100 Next Patrol X. Previous location to patrol back to. -102 Next Patrol Y. Updates after each journey. Also functions as Tower Upgrade progress. -104 Start of Personal Info. See data below -115 End of Personal info -134 Step Counter. 20 by default, keeps counting down to 0, on when to update Route Plan. -138 Gold inside GM. -142 Destination X Coord. Not subsquare values, each square treated as 1x1. -144 Destination Y Coord. -Unit Types. Also shares same values for graphic/stats. -0 Footman -1 Grunt -2 Peasant -3 Peon -4 Ballista -5 Catapult -6 Knight -7 Ogre -8 High Elven Archer -9 Axe Thrower -10 Mage -11 DK -12 Paladin -13 Ogre-Mage -14 Dwarf Demolishen Squad -15 Sappers -16 Alterac Traitors -17 Useless Peons (Horde equiv of traitors?) -18 High Ranger -19 Beserker -20 Alleria -21 Teron Gorefiend -22 Kurdran And Sky'ree -23 Dentarg -24 Khadgar -25 Grom Hellscream -26 Oil Tanker -27 Oil Tanker -28 Transport -29 Transport -30 Elven Destroyer -31 Troll Destroyer -32 Battleship -33 Juggernaut -35 Deathwing -38 Gnomish Submarine -39 Giant Turtle -40 Flying Machine -41 Zeppelin -42 Gryphon Rider -43 Dragon -44 Turalyon -45 Eye of Killrog -46 Danath -47 Korgath Bladefist -49 Cho'gall -50 Lord Lothar -51 Gul'Dan -52 Uther Lightbringer -53 Zul'jin -55 skeleton -56 Daemon -57 Critter -58 Farm -59 Pig Farm -60 Barracks -61 Barracks -62 Church -63 Altar of Storms -64 Watch Tower -65 Watch Tower -66 Stables -67 Ogre Mound -68 Gnomish Inventor -69 Goblin Alchemist -70 Gryphon Aviary -71 Dragon Roost -72 Shipyard -73 Shipyard -74 Town Hall -75 Great Hall -76 Elven Lumber Mill -77 Troll Lumber Mill -78 Foundry -79 Foundry -80 Mage Tower -81 Temple of the Damned -82 Blacksmith -83 Blacksmith -84 Oil Refinery -85 Oil Refinery -86 Oil Platform -87 Oil Platform -89 Keep -89 Stronghold -90 Castle -91 Fortress -92 Gold Mine -93 Oil Patch -96 Guard Tower (IE non upgraded, was like this originally) -97 Guard Tower (IE was already upgraded at start) -98 Cannon Tower -99 Cannon Tower -100 Circle of Power -101 Dark Portal -102 Runestone -103 Wall -104 Wall -105 Corpse -106 Flame -107 2x2 Rubble -108 3x3 Rubble -109 3x3 Rubble -110 Peasant with Lumber -111 Peon with Lumber -112 Peasant with Gold -113 Peon with Gold -114 Full Oil Tanker (A) -115 Full Oil Tanker (H) -116 Construction site part 1+2 -117 Construction site/Upgrading or Researching Building -118 Contruction (H) -Further values used for progressive construction graphics, but cba finding all. -Current Actions: 0=Not Existing, 1=dieing, 2=stop, 3=move, 4=Flying 5=patrol, 6=Catching up to follow 7=follow, 9=attack 12=Attacking during patrol, 13=stand ground, 14=Idle Tower, 17=Attack Ground 20=Demolish, 22=In construction, 23=harvest, 24=return goods, 27=repair, 28=going to build 30=Moving to coast, 32=Waiting on coast, 33=Idle building, 34=Going into Transport, 36=In transport, 37=Upgrading/Researching/Training, 38=Holy Vision, 39=Heal 41=Exorcism 42=Fire Shield, 43=Fireball, 44=Slow, 45=Invis, 46=Polymorph, 47=Blizzard, 48=Eye of Kilrog, 49=Bloodlust 50=Raise Dead, 51=Death Coil, 52=Whirlwind, 53=Haste, 54=Unholy Armour, 55=Runes, 56=DnD -Personal Info. 104-115. -Transport units: Six pairs of 2 bytes, for type/size? of unit. First byte: 87-Item number Second byte: -1=Empty, 1=1x1 unit, 2=2x2 unit? Repeat 6 times. -Mana Units: 105 functions as Mana Regenation timer -Peasants: 104-107 Go weird inside GM. 108 Chop Count for peasants/peons 109 88=Returning LM inside building, 90=Chopping, 120=with Lumber, lots of weird values. -Towers: 105 Upgrade Status 106 -Obviously more for other units, but don't care.]]-- while true do Start=0x011EBF8 Sz=0x9C MpSz=memory.readbyte(0x01031E) --Map size, each square treated as 1x1 XCa=memory.readwordsigned(0x1616D8) YCa=memory.readwordsigned(0x1616DC) Player=memory.readbyte(0x010328) keys = {} last_keys = {} clickhappen = false keys = input.get() emu.frameadvance() for i= 0,400,1 do XC=memory.readword(Start-i*Sz) YC=memory.readword(Start-i*Sz+2) Ex=memory.readbyte(Start-i*Sz+6) HP=memory.readbyte(Start-i*Sz+26) Ty=memory.readbyte(Start-i*Sz+29) Pl=memory.readbyte(Start-i*Sz+36) CC=memory.readbyte(Start-i*Sz+37) Xd=memory.readword(Start-i*Sz+140)*32 Yd=memory.readword(Start-i*Sz+142)*32 An=memory.readbyte(Start-i*Sz+38) Cx=XC-XCa Cy=YC-YCa Cxd=Xd-XCa Cyd=Yd-YCa Xm=XC/(MpSz*32)*63 --X minimap. Divide by total Map Size, then stretch to size of minimap, 63x63. Ym=YC/(MpSz*32)*63 --Y minimap. if Pl == 0 then PlC = 'red' --Player colours. elseif Pl == 1 then PlC = 'blue' elseif Pl == 2 then PlC = 'cyan' elseif Pl == 3 then PlC = 'purple' elseif Pl == 4 then PlC = 'orange' elseif Pl == 5 then PlC = 'red' --Player 5 is Black, but draw Red on map instead. elseif Pl == 6 then PlC = 'white' elseif Pl == 7 then PlC = 'orange' else PlC ='white' end if Ty < 4 then size = 15 --Trying to draw appropriate size boxes around stuff. elseif Ty < 6 then size = 31 --But their graphic size, and space occupancy on map don't neccesarily match. elseif Ty < 8 then size = 21 --EG Ogres classed as 1x1, yet graphic is nearly 2x2, so script elseif Ty == 8 then size = 17 --also needs some displacement on box for certain units. elseif Ty == 9 then size = 18 elseif Ty == 10 then size = 17 elseif Ty == 11 then size = 19 elseif Ty < 14 then size = 21 elseif Ty == 14 then size = 16 elseif Ty == 15 then size = 19 elseif Ty < 18 then size = 15 elseif Ty == 18 then size = 17 elseif Ty == 19 then size = 18 elseif Ty == 20 then size = 17 elseif Ty == 21 then size = 19 elseif Ty == 22 then size = 31 elseif Ty == 23 then size = 21 elseif Ty == 24 then size = 17 elseif Ty == 25 then size = 15 elseif Ty < 32 then size = 31 elseif Ty < 36 then size = 35 elseif Ty < 43 then size = 31 elseif Ty == 43 then size = 35 elseif Ty == 44 then size = 21 elseif Ty < 48 then size = 15 elseif Ty < 49 then size = 22 elseif Ty < 51 then size = 21 elseif Ty == 51 then size = 17 elseif Ty == 52 then size = 21 elseif Ty == 53 then size = 18 elseif Ty < 58 then size = 15 elseif Ty < 60 then size = 31 elseif Ty < 64 then size = 47 elseif Ty < 66 then size = 31 elseif Ty < 74 then size = 47 elseif Ty < 76 then size = 63 elseif Ty < 88 then size = 47 elseif Ty < 92 then size = 63 elseif Ty < 94 then size = 47 elseif Ty < 101 then size = 31 elseif Ty == 101 then size = 63 elseif Ty == 102 then size = 31 else size = 47 end if Ty < 4 then DV = 0 --Displacement Values, since not every graphic elseif Ty < 6 then DV = 8 --appears on the top left corner of the square. elseif Ty < 8 then DV = 3 --so need to shift it along a bit. elseif Ty == 8 then DV = 1 elseif Ty == 9 then DV = 2 elseif Ty == 10 then DV = 1 elseif Ty == 11 then DV = 2 elseif Ty < 14 then DV = 3 elseif Ty == 14 then DV = 1 elseif Ty == 15 then DV = 2 elseif Ty < 18 then DV = 0 elseif Ty == 18 then DV = 1 elseif Ty == 19 then DV = 2 elseif Ty == 20 then DV = 1 elseif Ty == 21 then DV = 2 elseif Ty == 22 then DV = 8 elseif Ty == 23 then DV = 3 elseif Ty == 24 then DV = 1 elseif Ty == 25 then DV = 0 elseif Ty < 32 then DV = 8 elseif Ty < 36 then DV = 10 elseif Ty < 42 then DV = 8 elseif Ty == 42 then DV = 8 elseif Ty == 43 then DV = 10 elseif Ty == 44 then DV = 3 elseif Ty < 48 then DV = 0 elseif Ty < 51 then DV = 3 elseif Ty == 51 then DV = 1 elseif Ty == 52 then DV = 3 elseif Ty == 53 then DV = 2 else DV = 0 end if (Pl ~= Player) and (An ~=0) then --Reveal non-player stuff only, and those which actually exist... gui.drawbox(Cx/2-DV, Cy/2-DV, Cx/2-DV+size, Cy/2-DV+size,white,PlC) --Lua equivalent size box is 16x16, thus need /2, then translate along by DV. gui.drawbox(17+Xm, 33+Ym, 18+Xm, 34+Ym, PlC) end if clickhappen == true then --Hmmm, have to do all calculations a 2nd time? Can't just reference previous ones? Stupid Lua stuff. gui.drawbox(230,20,275,65,'black','white') gui.text(233, 22, "Item: "..item,'white') gui.text(233, 32, "Type: "..memory.readbyte(Start-item*Sz+29) ,'white'); gui.text(233, 42, "HP: "..memory.readword(Start-item*Sz+26) ,'white'); gui.text(233, 52, "Action: "..memory.readbyte(Start-item*Sz+38) ,'white'); end if keys['leftclick'] and clickhappen == false then if keys.xmouse > Cx/2-DV and keys.ymouse > Cy/2-DV and keys.xmouse < Cx/2-DV+size and keys.ymouse < Cy/2-DV+size then clickhappen = true item = i end end last_keys = keys end end
But if you really want to know where stuff is on the map, just use the built in cheat 'nscrn', makes it a lot easier.
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And if the quicksave slots 0-9 aren't sufficient, you can choose to save as a 'named state' instead. This requires file names for each save, but you can have unlimited per game.
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Game: The Incredible Crash Dummies System: Gameboy Author: Flip Completed: First 2 levels Link to video
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One bug which is annoying is it seems to have great trouble recognizing my keyboard properly. When configuring hotkeys, it thinks "=" is 'Previous Track', it thinks "]" is LEFT bracket, with "[" being 'AT'? Just what's going on there? Edit: Upon checking those keys in FCEUX 2.1.4a, all keys are properly recognized. But checking out Gens Rerecording v11a, Project64 v1.6, gives similar problem, thinking "=" is 'Previous Track', and that "[" is '@' etc. Are they just incorrectly assuming some US layout or something? I'm in UK.
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I'm currently having trouble trying to submit a movie. Upon going to Submit Movie, it says that the page will automatically be replaced with the proper form upon logging in, but the thing is I AM logged in. For some reason, it doesn't actually show my username in the top right corner. Yet by following instruction 1, going to the login screen it quite happily says that I am logged in, and now this time it does in fact show my username in the top right corner. But if I then click Submit Movie from my available options, it just gives me the exact same problem. It just goes back to the previous page where it no longer displays my username, and tells me I need to log in to preceed. And if it matters, I'm using Chrome.
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Again, at 5:37 in the AGDQ video, it says how Chauncy creates an additional horse pair when below 51 hp, and since you 2 cycle the boss anyway, it's bad to go below 51 on the first vacuum. You should let him go deliberately.
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Playing Around implies no distinct predefined goal, and as such there's no basis of measurement to determine who's entry performed the task the best. If you mean completing the mini games properly, then there's plenty of youtube videos for stuff like that.
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Isn't that just the very definition of what a movie file is, saving the input you made? If you mean you're on frame 400, and you want to change something on frame 300, normally you'd lose those last 100 frames. So you're asking just to edit that 1 frame and not lose the rest which comes after? In which case, that's what hex editors are for.
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Firstly by "green room" you mean Wardrobe Room, since the rooms already have existing names. When you say "mini-boss", you mean Portrait Ghost, more specifically Neville, then Lydia. I'm pretty sure all of the non-boss Portrait Ghosts share the property that you don't have to flash them before sucking (Giggaty); as their heart automatically gets exposed through solving their respective puzzles. Next, checking out the AGDQ 2014 run shows that at 2:00 and 2:12 Luigi's position is next to the wardrobe, which is used to push the green ghosts a bit closer to the orange ones, allowing for an earlier vacuum than in your version.
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Well if you can view the different branches of your input, then surely all the rerecord counts can also be viewed separately, and thus paired off with the appropriate sections? As such, it'll never say it took you 2000 rerecords for this particular frame, when actually that was just for your previous strategy at that particular point. See crude diagram: http://s29.postimg.org/nx5zwxe87/Rerecord_Count.png Naturally we would want the rerecord count to be at the appropriate section, but how exactly would you view that information? A complete graph for your run would have literally hundreds of thousands of branching pathways, each of which representing a different savestate. Most of which would only last a few additional frames, but is this really what we want to see? If we do that what would the final rerecord count, IE the total along the bottom, actually be? Basically the amount of different places you chose to create a savestate in I guess.
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A polygon has vertices with integer coordinates (in 2 dimensions) and integer length edges. Show that the perimeter is an even integer.
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Page 4 of the thread gives Chrome a heart attack regarding malware from rphravin, anybody else having that problem? Is it possible to delete whatever is causing that?
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No it isn't. You can have 10 rolls 1,2,6,4,1,2,5,1,2,4 and have no number 3 show up for example.
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A 6-sided dice is thrown N times and the results are observed to form a monotonic sequence. What is the probability that every possible number occurs at least once in the sequence? I've come up with at least 3 formulas, none of them work >_<
1 2
5 6 7
11 12