Posts for Flip


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Experienced Forum User, Published Author, Skilled player (1535)
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So if it was open ended, without giving us the 2 numbers, we'd have to find some numbers x0 and y0, such that: -Their product, P=x0y0, has more than one factorisation in (1,100). P=x0y0=x1y1=.....=xnyn -For all xi and yi , let Si=xi+yi be their sum. For each different j'th pairing of this sum, say Si=aij+bij, it has the property that each hypothesised product Pij=aijbij has more than one factorisation, for all i=/=0. That is to say in all others, there exists a k such that aik and bik are both prime. thus Pik=aikbik has only one factorisation. First axiom makes sure Mr.Product won't know for sure what his numbers are, as there is more than one factorisation. Second axiom covers all potential S Mr.Sum could have, given what P is. It makes sure that only one of these sums, IE only one factorisation of P, has the property that all hypothesised products Pij has more than one factorisation for all j; and thus there's only one value of Si=S0 which enables Mr.Sum to say "Mr.Product cannot know for sure what his factors are". This information when passed onto Mr.Product, immediately identifies the value of Si for him, being the only one where Pij all have more than one factorisation. This was defined as So=xo+yo, as all other values of Si may or may not have a product which has more than one factorisation. Applying this to the example: P=52 52=4x13=x0y0 52=2x26=x1y1 S0=x0+y0=17 S1=x1+y1=28 For S0=17 17=15+2=a01+b01, P01=a01b01=15x2=6x5 17=14+3=a02+b02, P02=a02b02=14x3=6x7 17=13+4=a03+b03, P03=a03b03=13x4=2x26 17=12+5=a04+b04, P04=a04b04=12x5=6x10 17=11+6=a05+b05, P05=a05b05=11x6=22x3 17=10+7=a06+b06, P06=a06b06=10x7=35x2 17=09+8=a07+b07, P07=a07b07=09x8=18x4 For S1=28 28=26+2=a10+b10, P10=a10b10=26x2=13x4 28=25+3=a11+b11 28=24+4=a12+b12 28=23+5=a13+b13, P13=a13b13=23x5 (plus more but not neccessary) But we have P13=23x5=115, which has only one factorisation, thus if Mr Sum had S=S1=28, this case would falsify the "I know you don't know your factors" logic from Mr Sum, thus Mr.Product can infer we have S=S0=4x13. This tells Mr.Product his answer at least, but you still need to show how Mr.Sum now knows them too, which would require tonnes more algebra, a 4th or 5th subscript on potential sums/products, and maybe an extra axiom or two. Just go ask Mr.Answer in future...
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Post in the original topic please. It's best to have all information in one spot, as opposed to more and more topics being created each time a person wants to ask a single question. You can find tricks and techniques by looking in the Game Resources page, under OOT. And without ever attempting OOT myself, surely menu selections should be one of the easiest things to do? I would've thought it would be quite linear and digital, unlike say Cucco collecting.
Post subject: Encoder Game Request(s)
Experienced Forum User, Published Author, Skilled player (1535)
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I'll be finishing a TAS of Warcraft II:The Dark Saga for PSX hopefully within a few weeks, and I for one don't make any encodes myself. As such, could I request some encoders to go get the game in advance? That way, when it finally does appear on workbench, you'll already have the game downloaded and should be able to get an encode up slightly faster. Similarly for anyone else's game requests.
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"Mobile" telephones from 1989: http://www.youtube.com/watch?v=DXcImcc3RDw
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Microsoft 3D Movie Maker was absolutely fantastic, given me so much pleasure. As you can probably guess, tt's a really user friendly way to make animated movies, which obviously look outdated nowadays; but they still maintain their original comedic value, and thus are still fun to watch. You can check out tonnes of the movies on youtube, but to help you sieve through the garbage ones I'd recommend watching Bodily Functions, Litterbug 1 and 2, Humorville movies.
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Six hours to make a TAS is nothing, it takes many players months to make a proper one, so don't feel too bad about losing work. No doubt you've learned plenty by doing that initial run; so it's not a total loss. You at least now know routes, boss strategies etc, and hopefully your experience might give you new ideas on how to improve the beginning of your movie; warranting a new run to be created. And as others have stated, if you've only realised you're not recording by the time you get to the very end, we can't help but question the quality of your TAS to begin with. It's like Steven Spielberg shooting every scene in a film, then saying 'whoops, I forgot to add film to the camera, during every single part of the movie'. So not once did you think "Hmmm, I need to rerecord from frame 1500, but I only have savestates for 1400 or 1600. OK, so that means I'll need to play it in read-only mode so I can advance to 1500, and make a new savestate from there"? Not even curious to see how awesome your TAS looks so far, by viewing it from the start? Not even checking to see if your movie syncs properly? Not even viewing your movie in an attempt to pinpoint some variable's address in memory watch? Just TAS it a second time, checking stuff out more thoroughly, and no doubt it'll be faster than your first attempt anyway.
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OK, WIP of first 3 levels, 13 seconds ahead of previous run. http://dehacked.2y.net/microstorage.php/info/399454605/Warcraft%20II-The%20Dark%20Saga.pjm For future levels, I'll be basing my strats off youtube videos, although I have no idea if they're the records or not.
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I've started TASing this game now, and have saved a whopping 1 second on the first level so far. However, I'm still puzzled/annoyed as to why it's not more than that, considering the small improvements should add up. But of course, due to the annoying nature of this game, starting one thing earlier just means you'll be waiting longer to start the next thing.
Experienced Forum User, Published Author, Skilled player (1535)
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Game done fast=Damage Fest On=Damages often Memory Watch=My Worm Cheat
Experienced Forum User, Published Author, Skilled player (1535)
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Voting Yes as it was certainly entertaining, but this can clearly be improved so I'd advise you to do another run. -Please complete Paris Prelude, despite being optional. -Many paths were not straight lines, but you kept changing halfway through, clearly improvements there. -You can afford to skip more enemies, since you finish many levels with high hp, and no doubt turning to shoot them costs a few frames. -Open the doors for Mayhew? -In Nightshift, I see you trying to shoot guards as soon as possible, just wait until later for a more convenient shot. Maybe even use the stunner instead? That's basically a short range homing weapon, in case you don't want to turn to shoot them. -Once inside vents, keep pressing X. Crouching alone is slow, and if you try to stand up it'll just stop you completely; but if you keep pressing X it'll hover him at an intermediate height which wont slow you down by as much. -Shoot through the glass at 39:05? -More entertainment during idle sections
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Very nice, certainly entertaining enough for a submission I reckon. Still improvements though, there are many sections where you turn to shoot people, rather than just carrying on and taking a hit or two; as well as travelling in an arc rather than a straight line, but otherwise good run. A question though, at 15:40 the game forces you to hack the keypad since there isn't a computer around which can tell you the actual code. But surely the decryptor told you it, namely 1781. Couldn't you just've used that to get in?
Experienced Forum User, Published Author, Skilled player (1535)
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That belongs in the Dolphin thread it seems; but still, level 6 already? That sounds suspiciously fast, any chance of an encode on a wip for some feedback?
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Yeah, I've had about 4 calls concerning my 'VEENdows compYOOTer', the bastards.
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Say we have a codeword of length N=2n characters, which can take the value of 0 or 1. Lets say we want to change it to a pattern of alternating d-tuples of 0 or 1s, for divisors d|N. For example using N=12 we have the possible patterns being: 000000000000 101010101010 110011001100 111000111000 111100001111 111111000000 Now, when changing from one of these patterns to another, there are some numbers which we need to change, and others we can leave alone. Changing from our initial state to strings of 4 for example would require 4 (or 8) changes. What's interesting though, is that if you only change to the next one in the series, IE to the pattern associated to the next divisor of N, the amount of changes (IE hamming distance) is a constant value, n. In this case, changing the pattern in the order presented here will always require 6 changes, why? Why is it that when going from one divisor to the next, ie from dx to dx+1, the associated patterns will always (?) have a Hamming Distance of n? 0101010101 0011001100 0000011111 etc
Experienced Forum User, Published Author, Skilled player (1535)
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Has anybody tried to access a SW inside the Frigate ventilation shafts? During the escape bit, there's plenty of vents (EG where parasite swarms come out of), which you should be able to get into. It's certainly possible in the Crashed Frigate, which is basically the same structure. The only difference would be that you don't have the charge boost yet. Hopefully though the advanced bomb jump techniques can compensate, which if successful would certainly be interesting.
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Courtesy of SDA's Pikmin 1 and Pikmin 2, threads, we have new speedruns. Pikmin 1 in 8 days=90 mins. Link to video Done as single segment, so there's still improvements; particularly the 1 day Forest Navel strat isn't used. Pikmin 2 Done in 7days=2 hours Link to video Since it goes for gametime, it uses ultra slow Day 1 technique of waiting for Pikmin to mature before plucking, as such this won't be much of a template for a TAS route.
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In that video description it says you need to use fruit, yet I just tested this (on the EU version), and you don't need fruit at all. That video starts the clip behind the guy, using the glass+fruit, yet it's 10x easier to just glitch in front. Just start on the ledge in front of him, jump forward slightly, then ground pound, and that'll clip you in front as seen in the video.
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TAS's are for entertainment. It's far more entertaining to have the main character called 'SL' than it is to see him called 'A'.
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Well here's an attempt to complete level 1.5, which ends up costing an extra 8 seconds, so it appears I can do these and still break the previous record. However, manipulation is somewhat limited, as you cant move the ball during motion the way you can move Sonic. Plus, as you can tell if you watch it, the editing screws up RNG such as clucks later on, so I'll have to change those too. I'd say it's best to save this for an All Rings/Bonus Stage/(Emeralds?) run.
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Many people probably can't understand it because they have so many friends, family members, acquaintances, coworkers and other people who they interact with every single day.
Rub it in my face why don't you :(
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For those AR codes you wanted earlier, there's the official site, plus a few extra neat ones can be found on ARcentral.
Experienced Forum User, Published Author, Skilled player (1535)
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Also, search for Anagram, or recursion; or check out how many results come up if you search for Binary, or Hexadecimal.
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At the start of BiFS, any chance you can BLJ off the moving platform when it rises out of the lava? Or perhaps off the nearby tilting platforms?
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Here's a weird question which came to me while playing Megaman 2. What's the least number of level completions necessary in order to experience all 8 as a final boss? To get what I mean, just realize how the basic game works. You can choose to do the first 8 levels in any order, and so whichever level you do last, you will end up having the most upgrades on. So let's say I want to try each of the levels as being the final one, what would the the most efficient way of doing this? For example, lets say I only wanted to see what Flashman or Bubbleman's stages would be like if completed last. You could just do 2 independent playthroughs, requiring a total of 16 levels to be completed, but that's highly inefficient. A better way would be to complete the 6 other levels first, make a save state, and then complete the two remaining levels in two different orders, each of which would give the desired result of either Bubble or Flashman being last. Doing it this way would require only 6+2+2=10 different levels necessary to get the desired outcome, a clear improvement. But what about 8? Doing 8 independent runs would require 64 levels, so by breaking it up into subsections, what's the minimum amount of levels required to achieve the goal?
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Here's the video for the positron glitch, with another video here exposing another method of getting your pikmin into the upper section. Both equally useless however, since to get out of bounds you need an upgrade not available on day 1, plus moving the PG into a position where reds can reach it requires ending the day, plus day 1 automatically ends when you grab either ship part, so clearly 6 days it the absolute minimum now. That trick might be useful in a red-only Pikmin run though, since there are similar glitches which allow you to take a few of the other parts. But of course in a TAS, do we aim for real time or game time? Well considering it took around 10 mins extra on day 1 to grow flower pikmin, which move and attack about 50% faster, and we use them for about 30 mins, I'd say it'd still be better in the long run to have a long boring day 1.
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