Posts for FractalFusion


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Some questions. - At the end of the credits in both TASes, the end screen glitches out and it is not possible to press a button to go back to the title screen. Is the game considered to have completed properly then? (I didn't follow previous discussion too closely, and it was a long time ago anyways.) - I said at first that the difference between the two versions was from saving. That is wrong. Difference in saving only comes in when comparing Pokemon Red or Green J to Pokemon Blue J or Pokemon U versions. The only difference between V1.0 and V1.1, as far as I know, are the positions of the code in memory, which are important here, since the trainer name corresponds to code that jumps to one of the calls in the ROM code. - I am not aware of any improvements to the 3602-frame V1.0 movie right now. Are there any ideas for improvement? - Is there a particular consensus about whether V1.0 or V1.1 should be used? If there is no consensus that V1.1 should be used, and assuming the 3602-frame movie wins out in the end, is it possible just to replace this submission's movie file with that one? I don't particularly care who is author.
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I am replying now because I just realized something that has been bugging me for 6-7 years but I forgot to look for when I first watched this TAS. There is an emulation error where there is supposed to be rain in the two routes beside Weather Institute, but there is none in this or any TAS of RSE published on this site. It is shown in Part 31/32 of the Speed Demos Archive RTA for Pokemon Sapphire (the site does not allow emulators except in extreme circumstances, usually involving ancient PC systems): https://youtu.be/2MdnxI5NwAs https://youtu.be/WPz092TbWHs (from http://speeddemosarchive.com/demo.pl?PokemonSapphire_15421) IIRC, the error appears in all VBA versions when recording a movie (strangely, this error doesn't occur when not recording a movie). I had hoped that mGBA in BizHawk fixed this problem, but apparently not, at least for this version of the mGBA core, because the error still happens in this TAS. Note: I did not check the most recent BizHawk. This error is not merely cosmetic; it affects the rival battle after leaving Weather Institute and the lack of rain means that three rain-related dialogs which are supposed to be in the battle aren't there. Edit: Looks like my statement is mistaken. The rain may or may not be there depending on the day, and the TASes all happen to be timed so that there is no rain.
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ThunderAxe31 wrote:
By the way, I'm a bit confused. In the userfile page you wrote: "also known as "Pocket Monsters Aka (Japan) (Rev A)" ", but the (Rev A) version is actually a different ROM.
Sorry, that's my fault. I fixed it in the description.
ThunderAxe31 wrote:
Great job. Why didn't you submitted it?
Because I didn't care to submit it and there wasn't much interest in it when I posted a VBA version of it two years ago. By the way, how many frames did you have to delay to get one of the two necessary trainer IDs?
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I made this a couple years ago on Pokemon Red JP V1.0, getting a final time of 3602 frames: http://tasvideos.org/userfiles/info/35593301208919904 Note that it was done with the Equal Length Frames setting as False (GB -> Settings -> Equal Length Frames -> False). I don't know if this, or the V1.0 version, changes anything. IIRC the V1.0 version was slightly different in how it handled saving.
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For those who want an encode outside of Twitch: Link to video Note: Waiting at the end screen for two and a half minutes or so will eventually take you back to the title screen. So I think it should be part of the encode. Some comments about the TAS: - 15:30 - It is faster to talk to the Old Man from below. I think I said this before, but it got lost somehow. - 38:26 - Before facing wild Lotad, why not switch the order so that Machop is first and give it the Quick Claw then? In-battle switches are slow, and switching the order has to be done at some point anyway. - 51:17 - Since trainers in this gym don't use items at the beginning anymore, I think it is faster to go through the left door here (unless the center trainer's Pokemon is that much stronger). - 1:01:33 to 1:02:03 - Why spend this much time manipulating Castform's stats? Because of how weak Castform is, I don't think it is worth this much delay. - 1:37:40 - It is better to manipulate confusion so that Metang is confused only once. That would save a confusion dialog. - Various - I think it would be better to keep Low Kick instead of Karate Chop. Low Kick is generally more powerful against enemies (e.g. it can be used against Solrock and Lunatone). Downside is not having a high crit rate. Also, as a personal choice, whenever there is a reasonably small delay required to get, for example, a critical hit, I would do my best to hide this delay by scrolling the text very slightly slower over a longer period of time (so it is not easily noticed by the viewer). In this TAS, the delays are visibly obvious whenever the text scrolls slowly. I think that even waiting at the menu is preferable to visibly slow text.
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I vote for a screenshot of Momohime getting eaten by Big Oni. The first half or so of the TAS is probably the weakest in terms of entertainment; it gave the impression that the TAS was going to be mostly running through empty fields that all look the same. It is only after numerous forced encounters later in the run that the game really shows what you can do. Then the final fight against Fudo Myoou is completely different from everything else I've seen so far, and it was great. Some things about the game itself caught my eye: - The text at some point says "Act 2: Hurry to Edo, Musashi Province to recover the Soul of Momohime stolen by Rankai." You mean, the soul of the character you are playing as right now? XD - So the Ippondatara sequence is really weird. There's a giant foot, then a giant monster trying to hit you with a giant hand, then a giant pig, then a bath scene with the same giant pig. I mean, what? - Big Oni eats you. The first time it happened, it caught me off guard. It's kind of funny now. Also, that voice. - Raijin is really annoying. Then again, with a name like "Raijin", I expected an awesome boss, not whatever this boss turned out to be.
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fsvgm777 wrote:
Ranking in full detail. (you get it, spoilers)
fsvgm777 wrote:
20) Mega Man Legends (JP title: Rockman DASH Hagane no Bōkenshin (ロックマンDASH 鋼の冒険心)) [Hetfield90's TAS] (mislabeled as being done on the N64 version instead of the PSX version)
Sorry, I don't get why you said that it is mislabeled. ロックマンDASH 鋼の冒険心 is the name on all Japanese versions (PSX, N64, etc.) and I don't believe the description says anything about N64.
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Invariel wrote:
Habreno, as I said in my original post, I am aware that I am shouting until I am blue in the face unto the void. That is not going to stop me from trying to correct peoples' use of terminology, particularly on a forum where technical precision is required.
Yes, I agree that you are shouting into the void. The phrase "integer underflow" (which is meaningless according to the technical definition) has 23100 google hits. There is also plenty of discussion on the terminology; for example, this one has to ask whether INT_MIN-1 is an underflow or overflow, and one answer even says:
I can't really find an "authoritative" source on this matter, mostly because this is probably a matter of convention, and terminology is often very inconsistent.
The footnote goes on to say: [3] Decreasing an integer beyond its minimum value is often referred to as an integer underflow, although technically this term refers to a floating point condition.
Also I think that the way that overflow tends to first be introduced, by adding "small" integers to go past (for example) 65535 around to 0, makes it very easy to assume (incorrectly or otherwise) that underflow means to subtract "small" integers to go past 0 around to 65535. This especially affects video-game terminology because so many found glitches involve a method like subtracting small integers to go past 0 around to 65535. Indeed, such terminology has already been widely used on tasvideos and elsewhere. Also, when was the last time anyone talked about a glitch involving floating-point underflow (the technical definition) on tasvideos? Finally, using words to mean things different from their dictionary definitions is not always considered a bad thing.
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partyboy1a wrote:
For those who don't want to register at nicovideo: just exchange nicovideo.jp with nicozon.net and it will work. So in this case it would be: http://www.nicozon.net/watch/sm29962607. In my opinion, it should always be nicozon.
hidaigai wrote:
>partyboy1a I see. I add link for no nico users to this submission page.
The video is embedded using tasvideos code, so there should be no problem playing it even if you don't have an account. (Just click the arrow on the embed.)
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Hi hidaigai. It's nice to see you again. Good to see another Donkey Kong Country 2 TAS with improvements. By the way, there is a Mega Man X2 100% (Zero parts) TAS that was recently submitted. We put you as author because your input from your all upgrades TAS helped us very much.
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Warp wrote:
"If the positive whole number M divides the positive whole number N, then all the factors of M are also factors of N."
It helps to break it down to fundamental definitions. By definition, an integer x divides an integer y if there exists an integer k such that y=kx. We also call x a factor of y. So if M divides N, then there exists an integer k such that N=kM. Let d be a factor of M. Then there exists an integer b such that M=bd. So then N=kM=kbd=d(kb), and so d is also a factor of N, as required.
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You need to be logged in on the TASVideos site (not the forum) both to upload WIPs, and to see the "Upload a WIP" link at the bottom of the index page.
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What codec are you using and what are the steps you use to upload an encode to Youtube?
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grassini wrote:
wasn't there a trick to enter a major dungeon earlier,using the generic ruin entrance nearby?
Yes, there is a glitch where, if you have the Jet Skates, you can glitch through one of the walls in the ruins near the Cardon Forest entrance and enter Main Gate early. The problem is that Capcom did their best to stop you from sequence breaking. All areas which you are not supposed to be in have their doors locked down. You can get early Drill Arm and enter other subgates early, but the doors there are again locked down. You can also exit from Clozer Woods subgate through the ruins with Drill Arm, but without fighting the Gesellschaft, Main Gate will not activate. As far as I know, the only use for this glitch is on easy mode (where you already have the Jet Skates); you can enter the Cardon Forest subgate via this glitch without going through the latter part of Cardon Forest. The trigger for activating Cardon Forest subgate appears to be talking to the lady at the entrance to the latter part of Cardon Forest.
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All battle animations can be achieved in 14:16.81. Link to video For those who prefer not to watch the video: - It is possible to perform this using only two board setups. May be possible to perform with just one but I didn't want to check. - Fastest animations mostly occur by having Blue capture down and left. Since we are getting both players to capture, Red is given Knight, Rook, and Bishop captures as well as some odd captures here and there. - This movie probably isn't optimal. - The sequence of board setups, take backs, and moves are as follows: (setup board) 1 Nxb4# (take back) 1 ... hxg2# (take back) 1 Rxa7# (take back) 1 ... Qxg2# (take back) 1 Bxb7# (setup board) 1 ... gxf6 2 Nxg6 fxe5 3 Bexd5 exd4 4 Bxc4 Qxg6 5 Nxg5 Qxf5 6 Bxb3 Qxe4 7 Bxa2 Nxa2 8 Rxg1 Qxd3+ 9 Kxd3 dxc3 10 Rxf1 Kxc7 11 Rxe1 Kxc6 12 Rxd1 Nxd1 13 Kxc2 Kxb5
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Haha, what a weird goal. I'm guessing you're going through all possible capture animations (6x6-1=35 of them)? I think this TAS is improvable (in terms of speed) by having both sides do captures with each of their moves.
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Apparently, upon learning of this submission, hogehoge61 disabled all videos (Nicovideo and Youtube) of his TAS. I don't understand this at all. Fortunately, it is still uploaded on another Youtube channel. Edit: Oh, and one other thing, in case this affects encoding. The final Capcom screen that shows your clear time disappears after about 45 seconds even with no input. Somewhat of a rarity in Mega Man games.
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Nicovideo: (account) Part 1: http://www.nicovideo.jp/watch/sm29876477 Part 2: http://www.nicovideo.jp/watch/sm29876460 Part 3: http://www.nicovideo.jp/watch/sm29876424 Part 4: http://www.nicovideo.jp/watch/sm29876400 (no account) Part 1: http://www.nicozon.net/watch/sm29876477 Part 2: http://www.nicozon.net/watch/sm29876460 Part 3: http://www.nicozon.net/watch/sm29876424 Part 4: http://www.nicozon.net/watch/sm29876400 By the way, there was an earlier TAS by hogehoge61; this submission's TAS is faster by 2 minutes and 34 seconds (in-game time). Also, the J version is about 2 minutes faster than the U version for various reasons. I never found Mega Man Legends to be interesting (even while doing a Mega Man 64 TAS!) until Hetfield90 informed me that hogehoge61's TAS could be improved with some clever tricks. Since then, Mega Man Legends has been very interesting to me, and this TAS is no exception. Edit: Fixed Youtube link.
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To finish the question thatguy asked: The first few values of the rows are as follows:
 1  3  4  6  8  9 11 12 14 16 17 19 21...
 2  5  7 10 13 15 18 20 23 26 28 31 34...
We let an be the nth value of the first row, and bn be the nth value of the second row. [x] is the floor function, the smallest integer less than or equal to x. In fact, these rows are a special case of a more general property as follows: Given an irrational number α>1, there exists an irrational number β>1 (in particular, β=α/(α-1)) such that [n*α] and [n*β] partition the set of natural numbers {1,2,... }. There are many proofs of this (as can be seen from the [url= https://en.wikipedia.org/wiki/Beatty_sequence]Wikipedia page on Beatty sequences[/url]) but there is a geometric proof by taking a grid and drawing a line of slope α-1 through (0,0), as shown below: Note that, since α is irrational, the line does not pass through an intersection point of the grid other than (0,0). The gray squares (the ones which contain any part of this line) form a cell path from the bottom-left up and to the right. The kth step of this path is a rightward step if k is of the form n+[n*(α-1)]=[n*α]. By reflecting the diagram about y=x, it follows that the kth step is an upward step if k is of the form n+[n/(α-1)]=[n*(α/(α-1))]=[n*β]. Since there are only upward and rightward steps, [n*α] and [n*β] partition the set {1,2,... }. (There is a way to allow α to be a rational number, but one of the floor functions has to be replaced with a modified floor function, the smallest integer strictly less than x.) For example, the image above uses a line of slope φ-1, and the kth step is a rightward step if k is any one of the values an (1,3,4,6,8,9,... ), and an upward step if k is any one of the bn (2,5,7,10,13,15,... ). Letting α=φ gives (after some calculation) β=α/(α-1)=φ+1. (Note: Solving x+1=x/(x-1), x>1 gives φ as the only solution.) Therefore an=[n*φ], bn=[n*(φ+1)]=n+[n*φ], and bn-an=n. Note that the rows can also be generated by recursively letting an be the smallest number not yet listed, then bn=an+n. (There is only one way to place all natural numbers exactly once in two ascending rows {an} and {bn} where bn-an=n.) This ties into, for example, the winning positions of Wythoff's game; the winning positions are (0,0), and (an,bn) and (bn,an) for all n.
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I had a feeling the Riddler question requires a lot of computation to solve completely. Since I don't have the motivation to figure out what has already been figured out, I will just post what others have already posted. Note: The length of the path given below is the number of moves; that is, one less than the number of squares in the path. Knight (1,2): 35 http://ukt.alex-black.ru/index.php?m=8&n=8&closed=0 https://en.wikipedia.org/wiki/Longest_uncrossed_knight%27s_path Camel (1,3): 17 http://ukt.alex-black.ru/index.php?tp=C&m=8&n=8&closed=0 Giraffe (1,4): 15 http://ukt.alex-black.ru/index.php?tp=G&m=8&n=8&closed=0 Zebra (2,3): 17 http://ukt.alex-black.ru/index.php?tp=Z&m=8&n=8&closed=0 Of course, these images themselves do not prove that they are the longest paths, but I assume that these have already been determined to be the longest possible.
Flip wrote:
Similarly for the Zebra/Giraffe, they can move an odd number of squares, so no immediate upper bound emerges, but I have no idea how to show whether their respective tours can be generated.
[url= http://www.mathpuzzle.com/leapers.htm]This site proves that[/url] no full tours exist for Zebra (2,3) and Giraffe (1,4) on an 8x8 board.
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Flip wrote:
Riddler Classic First: Just a Knight's tour? It's been known that it can go around the entire board for a long time now. Second: A Camel which moves 3+1, IE an even number of squares, will always land on its own colour, thus placing a boundary of at most 32 squares. Whether it can visit them all is another matter. Similarly for the Zebra/Giraffe, they can move an odd number of squares, so no immediate upper bound emerges, but I have no idea how to show whether their respective tours can be generated.
It says "without letting the path intersect itself". I take it to mean that if we draw each move with a line segment (line segment joining the centers of each pair of consecutively visited squares), this path does not cross itself. Would it kill the Riddler to put an extra sentence to explain things?
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arflech wrote:
FractalFusion, the way I understood it, you had to make the seven bets ahead of time, and if you label them from A to G...
Oh, that's how you saw it. I don't remember if I ever saw it that way. I understood it as a betting strategy where you were allowed to make a bet just before each match/game (since sports betting generally works like that). In any case, the method I posted shows that there is at most one possible betting strategy (because the exact amount you must have at each point is determined by the numbers that you end with). If we assume you have to make all bets before the series begins, then there is a strategy if it is best-of-1 or best-of-3 (N=1 or 2), but not if it is best-of-5 or longer (N≥3). I remember a previous Riddler puzzle not being clear on certain things (iirc it had something to do with camels and bananas). Looks like that problem is still around. Also, a few too many recent Riddler puzzles talk about American sports; this tends to add too much cultural baggage to the puzzles. At least I haven't seen the Riddler talk about American politics yet. Hopefully it stays that way. By the way, this site has answers to many Riddler puzzles. In fact the writer found that the bets required are numbers in Pascal's triangle divided by powers of two, something I didn't try to figure out.
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arflech wrote:
This wasn't much of a challenge, but I was disappointed to see no Extra Credit (maybe something like "what if the World Series had an arbitrary odd number of games?"): http://fivethirtyeight.com/features/cubs-world-series-puzzles-for-fun-and-profit/
I'm guessing it was to make up for how hard last week's challenge was. I mean, even the case N=2 was hard enough, nobody proved it rigorously (the assumption is that one of two layouts would yield the maximum) and N>2 was a complete load of nothing. Also, I don't think a lot of people like solving quartic equations. Whereas this week's challenge can be solved doing nothing more than writing down a table. To explain what I mean, I'll reword the problem: Players A and B play a series of matches against each other, each match one wins and the other loses. They play until one of them wins four matches (a.k.a. "best-of-seven"); that player wins the series. Each match, you may bet X amount of money on A winning; you gain X if A wins and you lose X if B wins. Is there a series of bets that guarantees that, at series end, you end with a gain of 100 if A wins the series and you end with a loss of 100 if B wins the series? (spoilers below) Construct a table representing the status of the series (based on # A wins and # B wins). The amounts that you have at the end are:
 A 0      1      2      3      4
B                             
0                              100
1                              100
2                              100
3                              100
4  -100   -100   -100   -100   
Now each number in the table (other than for 4 wins by either player) is the midpoint of the number directly below and the number directly to the right. Fill in the table from bottom-right to top-left according to this rule. Then the amounts that you must have in each case are:
 A 0      1      2      3      4
B                             
0  0      31.25  62.5   87.5   100
1  -31.25 0      37.5   75     100
2  -62.5  -37.5  0      50     100
3  -87.5  -75    -50    0      100
4  -100   -100   -100   -100   
Since the top-left number is 0, the answer is yes, there is such a series of bets. The bets that you must make (for A winning) in each case are:
 A 0      1      2      3      4
B                             
0  31.25  31.25  25     12.5      
1  31.25  37.5   37.5   25        
2  25     37.5   50     50        
3  12.5   25     50     100       
4                              
This can easily be generalized to "first to N wins", or with other ending values.
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Bobo the King wrote:
Suppose we have a membrane in two dimensions that is both homogeneous and isotropic.
Could you explain what this means specifically? Does the cross-section arc length depend on which cross-section you choose? My impression is of a function in two variables f(x,y) with the property that for some positive a,b, we have f(x+a,y+b)=f(x,y) for all x,y. In other words, periodic in two directions.