Posts for FractalFusion


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I'm glad Yoshimitsu exists. Without Yoshimitsu, Tekken TASes wouldn't be interesting in the slightest.
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I wish the middle was a little more interesting, but the final 6 or 7 minutes is funny, so I'll let that go.
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I had a look at this TAS, and enjoyed it along with the comments from the submission. I actually watched it without knowing at the time there was a TAS on the N64 version which is a little more like "game end glitch". Anyway that one is very different from this one, so it's interesting to see the strategies used.
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In my (non-expert) opinion, the Windows crash seems to be caused by a vulnerability in one of the Mupen64plus N64 plugins that BizHawk uses. More evidence that plugins are bad, I guess. Fortunately most cores don't have to resort to plugins, so I think the other cores are safe. Just Mupen64plus + plugins that's the problem here.
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I forgot Game Genie was an actual cartridge. And FCEUX treats like a BIOS? That's interesting.
Editor, Experienced Forum User, Published Author, Skilled player (1939)
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From my research, it seems possible that a variant strategy of the former TAS (using a different card) may possibly be faster (in terms of ending input sooner) than this submission; it would be very close and would depend on RNG. I'll need to do more research on that, but I'm a bit busy at the moment so it might take a week or longer.
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This is pretty impressive. Last year, I had planned to make a script to find miracle frames (more like, find the click location that minimizes coloring time), but never got around to it. It probably wouldn't have helped, considering that click location is not the only factor determining the coloring time.
warmCabin wrote:
I foresee a judging problem here. I now consider regions 18 and 20 to be adjacent, but I didn't last time. Does that invalidate the old run...? Luckily, this is the favorable arrangement of regions 20 and 21, so even under the old interpretation, this coloring is still optimal.
The pixels in question: There might be a problem in considering the yellow and gray regions adjacent, considering the purple and pink regions at the same "corner" are equally as close! (The regions to which the four-color theorem apply shouldn't be considered touching at "corners".)
Editor, Experienced Forum User, Published Author, Skilled player (1939)
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Wait, the TAS actually crashes the (Windows) system? The BSOD wasn't fake like I first thought? That must raise a lot of questions...
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One other thing I noticed is that the submission says the frame rate is 61fps, but in the submission text, Hetfield90 is giving a number that seems more consistent with 60fps. If it is supposed to be 60fps, the time would be more like 26:38.17. Also, the previous publication appears to use 60fps.
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Semi-comparison encode with previous publication: (Note: Based on nrg_zam's encode, it appears to be the most recent userfile with the 35f save. Also, assuming that it is actually supposed to be 60fps, the final time should say 26:38.17) Link to video Note that the previous publication does Freudia first and then Grolla, but these two are reversed in this submission. ---- Anyway, I didn't expect Rosenkreuzstilette to have zipping glitches in it. Looks cool. (I also watched the Mega Man X2 TAS as well. Well done on the improvements.)
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merrp wrote:
  • It's possible switching to Fast speed text could be faster:
    • Upsides: Still investigating it, but I've heard that Mid speed text loses 1 frame per textbox. As to how many frames I actually lose over this run, I'm not sure.
    • Downside: Complex battle manips are more difficult and costly. In this run there's a bunch of places I want to manip the enemy's move and my own separately by slowing down or speeding up text; I can't do that with Fast text. Help menu costs about 18 frames to open and close for that, so I'm not sure which is faster overall
I remember that mkdasher for the current TAS used Fast speed text, with the downside not being bad enough to stay with Normal. One of the explanations is that, once faster RNG advances are accessed by entering a Pokecenter, moving the cursor around the move select screen in battle manipulates the RNG advance. Of course, in the current TAS, the opponent's move hardly ever comes into play due to how often everything is OHKO, so I'm not sure regarding your current plan.
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merrp wrote:
It'll involve maining Makuhita (For Knock Off) and maybe Zigzagoon (for Pickup Candies) with the goal of getting Makuhita to level 28 and getting to Fallarbor Town for the Metronome tutor
In Emerald, Pickup is level-based. Zigzagoon / Linoone is not available at the necessary level to get Rare Candy until after Norman, unless you level Zigzagoon to Lv 21.
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This submission is about 19 seconds faster as compared to the previous most recent R2BM submission. Comparison encode 1080p: Link to video
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Here's the best explanation I can think of: (x+sqrt(x))(y+sqrt(y)) = xy + x*sqrt(y) + y*sqrt(x) + sqrt(xy) = 8.25 4x*sqrt(y)+4y*sqrt(x) = 33 - 4xy - 4sqrt(xy) Square both sides: 16x2y+16y2x + 32xy*sqrt(xy) = 1089 + 16x2y2 + 16xy - 264xy - 264sqrt(xy) + 32xy*sqrt(xy) 16xy(x+y) = 1089 + 16(xy)2 - 248xy - 264sqrt(xy) Since x+y=6: 0 = 16(xy)2 - 344xy - 264sqrt(xy) + 1089 Substituting z = 2*sqrt(xy): z4 - 86z2 - 132z + 1089 = 0 Now it so happens that z=3 is a solution to the equation above, and so 3 = 2*sqrt(xy), or xy = 9/4 So x+y=6 and xy=9/4, which gives x2 - 6x + 9/4 = 0, or x = 3 ± 3sqrt(3)/2. Now actually one of them is x and the other is y, and since x>y, that gives x = 3 + 3sqrt(3)/2, y = 3 - 3sqrt(3)/2. ---- You may have noticed that I didn't even bother checking that z4 - 86z2 - 132z + 1089 = 0 had no other real solutions. I'm pretty confident that checking this was not part of the original intent of the question. But if you want an explanation: z4 - 86z2 - 132z + 1089 = (z-3)(z3+3z2-77z-363). The cubic factor can be checked to have one real and two complex roots, and the real root is about z≈9, which gives xy≈20. And as it turns out, x+y=6 and xy=c has a solution if and only if c is less than or equal to 9. Note that you can get the answer to the original question directly just by entering into WolframAlpha:
solve (x+sqrt(x))(6-x+sqrt(6-x))=8.25
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p4wn3r wrote:
FractalFusion wrote:
Fiddler on the Proof has an interesting question this week that I had coincidentally been thinking about some time ago (at some point in the last year or so, I can't remember).
Consider the continuum limit. In that limit we connect the point (0,1-t) to the point (t, 0). If we add a differential dt, we similarly must connect (0,1-t-dt) to the point (t+dt,0). We can find the intersection point of these two by solving a linear system. The first line is given by y = 1-t - x*(1-t)/t, and the second line is y = 1-t-dt - x*(1-t-dt)/(t+dt). Equate them and you get -x*(1-t)/t = -dt -x*(1-t-dt)/(t+dt) => x = t(t+dt). Notice that in the limit dt -> 0, we have simply x = t^2. In this limit the intersection point should correspond to a point in the curve. So, substituting y = 1 - t - t(1-t) = (1-t)^2. We know (t^2, (1-t)^2) for t from 0 to 1is a parametrization of the curve. It's easy to express it as y(x) = (1-sqrt(x))^2
That's actually a nice way to get the result. For a long time, I "knew" that the answer was the quadratic Bezier curve (parabola) formed by the left and bottom sides, but had no idea how to actually prove it. This is about what is known as an envelope, formed by the family of lines y = ((t-1)/t)x + 1-t. Example 2 on that page is in fact the question that is asked and I solved it in that way shortly after posting the question.
OmnipotentEntity wrote:
Show that: Sum(a=1..inf) Sum(b=1..inf) gcd(a,b)/(a^2 b^2) = (5/2) zeta(3)
My zeta game isn't very good, unfortunately. I might attempt this but don't expect a response from me.
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Fiddler on the Proof has an interesting question this week that I had coincidentally been thinking about some time ago (at some point in the last year or so, I can't remember). ---- We form a weaving loom pattern in the unit square as follows: * On the left side from the top-left corner to the bottom-left corner are n equally-spaced points A1, A2, ..., An. * On the bottom side from the bottom-left corner to the bottom-right corner are n equally-spaced points B1, B2, ..., Bn. Note that B1 = An. * Draw n line segments: from A1 to B1, A2 to B2, and so on, up to An to Bn. The figure above shows n=100. Question: As n goes to infinity, what is the curve formed by the upper edge of the pattern? ---- Fiddler on the proof also has a bonus question ("Extra Credit"). Rotate the above pattern around so it looks like this: Question: As n goes to infinity, what fraction of the unit square is not covered by the four patterns (that is, what is the area of the central white region)?
Editor, Experienced Forum User, Published Author, Skilled player (1939)
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I think I got it, although I don't know if there is a simpler way to do this: f(xy) gcd(f(x), y) = f(x) f(y) and f(yx) gcd(f(y), x) = f(y) f(x) imply gcd(f(x),y) = gcd(f(y),x) for all x,y. Two important properties: [1] If we let f(x)=n, then n=gcd(f(x),n)=gcd(f(n),x) implying n divides x (notation: n|x). That is, f(x)|x for all x. [2] Note that gcd(f(x),y)|y and gcd(f(y),x)|x. If gcd(x,y)=1, it follows that gcd(f(x),y)=gcd(f(y),x)=1. Then f(xy) gcd(f(x), y) = f(x) f(y) becomes f(xy) = f(x) f(y). Therefore f(x) must be a multiplicative function. Now we check specific values. First, by property [1], f(1) must be 1. Then we check f(p) for prime p. By property [1], f(p) is either 1 or p: Case 1: f(p)=1. Then x=y=p gives f(p2) gcd(f(p),p) = f(p)f(p) ---> f(p2)=1. Likewise, x=p2, y=p gives f(p3)=1, and so on. By induction, f(pn)=1. Case 2: f(p)=p. Then x=y=p gives f(p2) gcd(f(p),p) = f(p)f(p) ---> f(p2)=p. Likewise, x=p2, y=p gives f(p3)=p, and so on. By induction, f(pn)=p. Thus, for each prime p, we have a choice whether to assign f(pn)=1 for all n≥1, or f(pn)=p for all n≥1; that is, whether to include p as a prime factor in the output or not. Together with with the multiplicative function property [2], we can summarize possible f as follows: Any function satisfying f(xy) gcd(f(x), y) = f(x) f(y) must be of the form fQ(x), where Q is a (possibly infinite) subset of the primes, and fQ(x) is the product of all prime factors of x that are in Q. ---- There is one other thing: The above reasoning does not actually verify that f=fQ(x) satisfies the equation. To verify it, we need one more thing: Consider a function f=fQ(x). To check that fQ(xy) gcd(fQ(x), y) = fQ(x) fQ(y), we will look at each prime p: Case 1: p is not in Q: None of the factors in the equation will contain the factor p then. Case 2: p is in Q but divides neither x nor y: None of the factors in the equation will contain the factor p then. Case 3: p is in Q and divides x, but not y: The factors fQ(xy) and fQ(x) will each contain exactly one factor of p, and only these factors. Case 4: p is in Q and divides y, but not x: The factors fQ(xy) and fQ(y) will each contain exactly one factor of p, and only these factors. Case 5: p is in Q and divides both x and y: The factors fQ(xy), gcd(fQ(x), y), fQ(x) and fQ(y) will each contain exactly one factor of p. In all cases, the factors of p are balanced on both sides. Doing this over all primes p shows that the equation holds.
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This looks good (it's been a while since I saw the previous TAS). The game could have done with less daredevil comets in autoscrollers, though.
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Before Spikestuff fills the workbench with another 29 of these types of runs, I would like to point out that this is from a series of escape room games by a certain author: http://escapes.livedoor.biz/tag/%E3%81%84%E3%83%BC%E3%81%A1%E3%81%BE%E7%8F%88%E7%90%B2%E5%A0%82 Not sure if the linked games are actually Flash or how they would work (if they do), but that is the listing that I can find (it's a search, so you have to click next to see further posts).
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I'm sure you know already about the Pokemon Gold TAS, and how Rattata/Raticate is great. Just a few days ago, a YouTuber made a video about the Pokemon Gold TAS: Link to video Now actually, CasualPokePlayer left a comment under the video saying that the Hidden Power route is slower than just using Mud-Slap. Apparently there will be an updated TAS (soon?)
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Impressive that there is a hack (feels more like a new game) motivated by Celeste. Now I'm wondering what a TAS looks like with full collection/completion.
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Hm, I never knew specialized tools existed in 1987 for modding a game to this extent. Guess anything can happen if someone really wants it to happen.
Asumeh wrote:
The fourth area displays Japanese text: ス|け (likely an indicator that it's the final area,
Looks like 入ルナ to me (meaning DON'T ENTER) and it's at the point near the very end where you are blocked by a wall you have to glitch through (almost impossible even as big Mario).
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Oh, you are referring to Butterfree%. Far more reasonable then. I thought you meant actual Caterpie%. Something like this video.
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gabraltar wrote:
Caterpie% for Crystal
I'd like to see the strategy for that. Because I don't think that is happening.
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This looks like linearity of expectation. For i=1,2,...,N, let Xi = 1 if square i is colored white at the end and 0 otherwise. Then E(Xi) = P(square i is colored white) = (1-1/N)N for all i=1,2,...,N. So the expected number of white squares is E(X1)+E(X2)+ ... +E(XN) = N(1-1/N)N which approaches N/e in the limit, so the ratio of white squares is 1/e.