Posts for FractalFusion


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Xkeeper wrote:
How about instead of bitching at each other we see how few presses it will take to beat SMB1?
Less than or equal to 162 163 presses. (Just information; I don't know if anyone missed my post or not) I challenge anyone to make a SMB1 completion with fewer presses. Edit: It's 163 according to the Xkeeper Lua script. Sorry about that.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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From the other thread:
FractalFusion wrote:
The fact that one could go through the last dungeon right away without dying says a lot about this run. Too bad one can't say the same about any other RPG on this site. It also took me a long time to understand why enemies couldn't attack you even when they were in your face.
Well done, and even a better improvement. I'll add 1 to my previous entertainment score.
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Swedishmartin wrote:
Warp wrote:
I think it might be a better programming exercise to simply calculate it in a loop... :) With a simple loop implementation fib(45) would just perform 45 iterations and that's it. A much more efficient way of calculating fibonacci numbers is to use a simple loop.
Everyone else doesn't seem to get the idea that I don't really know what the other functions in this thread do (I mean, yes, I know that they print Fibbonacci numbers, but not why they do) so I'm asking you about this instead. Do you mean a loop that calculates f(1), f(2), f(3) and so on up to f(n)?
Warp means this:
unsigned int fib(unsigned int n){
unsigned int a=0, b=1, c=1, i;
  if (n < 2)
    return n;
  else
    for(i=3;i<=n;i++) {
        a=b;
        b=c;
        c=a+b;
    }
  return c;
}
The other "functions" come from the mouth of algorithm complexity theorists.
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The fact that one could go through the last dungeon right away without dying says a lot about this run. Too bad one can't say the same about any other RPG on this site. It also took me a long time to understand why enemies couldn't attack you even when they were in your face.
DarkKobold wrote:
This was great. I think I saw a wizard dude right before the game ended. Not sure.
You are correct.
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Here's a problem. Find the last 10 digits of the following number: It's easier than it looks.
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Tub wrote:
couldn't this be used to calculate F(n) using only integer operations in O(log2(n))?
What's F_(2n+1)? Maybe there's a simple form for it, but I can't recall. Edit: Found it:
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SchmoeBeast95 wrote:
Alright, I'm doing a test run for this. I just started and I have no clue how to manipulate luck.
It's very difficult to manipulate luck. All battle luck is controlled by a single byte value which only increases when an attack is made, no matter how much time passes. I can't describe it, but inichi can. Think of it as a severely non-volatile RNG that only throws values when it needs to. I hate these types of RNGs.
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Your original code lacks a & in the scanf statement. That causes segmentation faults.
Editor, Experienced Forum User, Published Author, Skilled player (1941)
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Randil wrote:
I wonder if it's possible to find the opposite - a search in google 2001 that gives more results than a google seach today...
Possible, though utterly contrived. Search FractalFusion Jo vast Google 2001: 1 Google: 0 Ratio: 0/1=0 Really, just search every word in a site indexed in Google 2001.
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eternaljwh wrote:
And X has a more annoying voice than that? Zero's shouts are plenty annoying.
Only in the US version. Though if you found Zero's voice annoying, X's isn't really more annoying.
Sir VG wrote:
Yes. Getting an S rank in an area takes you to a room that contains the special items (Heart Tank, armor upgrade, 1-UP) while A rank or less rooms contain nothing at all.
Just to clarify, getting an A rank bypasses the bonus room (does not take you to an empty room). It's still slower to wait (though I haven't tested it for the third test room in X's path). For anybody commenting on the intro, remember that I started without having much of a strategy and only learned things as it went on.
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7 bosses done (up to Armadillo): http://dehacked.2y.net/microstorage.php/info/1158940575/Mega%20Man%20Xtreme%20FF%20armadillo%20done.vbm I think I could have done Spark Mandrill after Moth and Centipede, but anyway.
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This run desyncs on the second-last boss on FCEUX 2.0.1 and 2.0.2. It appears to have been made with 2.0.0, which is no longer available.
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Added sound to the first four parts: Intro: http://www.youtube.com/watch?v=8srVrQJ2VFk Split Mushroom: http://www.youtube.com/watch?v=x6pGonRtqGQ Magma Dragoon: http://www.youtube.com/watch?v=hkCqAS20XOY Cyber Peacock: http://www.youtube.com/watch?v=7LKQU5qax9o When adding sound, the framerate of the video should be between 59.5 and 59.7.
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Cool movie. Unexpected actions, quick boss kills, and glitches. It's a bit long for a platform game on GB, though. Or maybe I'm more used to Super Mario Land. This movie syncs on both the US/Europe and Japanese versions, thus making this a bigame movie (even though the only thing different is the title screen). Yes vote ... oops, I can't vote anymore. :)
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Bag of Magic Food wrote:
FractalFusion wrote:
Irrelevant. Uncharged shots do the same damage whether dashing or not.
It seems to make a difference on certain enemies. I recommend you test it out.
Yes, I forgot. But it only works when dashing and shooting on the ground, not in the air. And it does not work on bosses.
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Bag of Magic Food wrote:
You mean an uncharged shot while dashing, right?
Irrelevant. Uncharged shots do the same damage whether dashing or not.
Bag of Magic Food wrote:
I'm not sure how "cool" is it to simply get a free hit on somebody, but if it doesn't turn out to save time, you could always make a new run that doesn't get it.
I felt that it was a distinguishing part of Xtreme (as compared to SNES X games), and I would get it if it would reduce the number of invincible actions that a boss would do.
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Storm Eagle and Flame Stag done: http://dehacked.2y.net/microstorage.php/info/529899512/Mega%20Man%20Xtreme%20flame%20stag%20done.vbm I used a couple tricks that I knew a long time ago. If you are descending from a jump and reach the wall, you might land on the wall as if it were ground, which allows a double-jump, basically (may not work either; depends on pixel positioning). Unfortunately, you can't use this trick twice consecutively on the same wall. The other trick is to (when wall-jumping) press the jump button every 7 frames, which causes X to zip up the wall. Now the reason I plan on doing Spark Mandrill next is because Spark Mandrill's weakness is slow, and I would like to have X-Buster Upgrade and Zero Final for Chill Penguin. I'm very sure X-Buster Upgrade is worth the time spent for it, but for Zero Final, I'm getting it regardless, because I would like to show how cool Zero Final is. Consider it a speed/entertainment tradeoff. The RNG in this game is very hard to manipulate. It only changes when deciding a boss action or killed enemy drop. Chill Penguin, Wheel Gator, and Bospider will almost certainly do actions with long invincibility periods.
Bag of Magic Food wrote:
FractalFusion wrote:
Start from SRAM is not available in VBA.
Really? Why is that? It only works for Game Boy Advance or something? I honestly didn't notice any restrictions on recording from reset until now.
Three years ago, nitsuja said that he disabled start from SRAM for Game Boy/Color games because he couldn't get it to work. I've heard nothing on it since. And considering FCEUX (upgrade to FCEU) actually disabled starting from SRAM (and not because it didn't work), fixing this will never happen.
Bag of Magic Food wrote:
Did you check whether you could save a little time on those giant bees by making the first shot a charged shot? I know you can stay charged up while taking damage; you just have to be careful not to release the fire button during your damage animation, or you'll lose the charge without firing. And I take it Vava isn't affected by your shots for the first couple of seconds or something, yeah?
A charged shot does 2 damage, same as uncharged. :| Vile cannot be hit for the first couple of seconds.
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mz wrote:
LagDotCom wrote:
That's right, mz. I think one frame disappeared? Also, I had a strrrrrange desync bug later on - the input suddenly decided it was on controller 2 instead of controller 1. I couldn't figure out how to fix it, so I just redid it.
I've seen that controller swap thing once... I can't reproduce it anymore, and I can't think of any way for it to happen. I've had protection against that all over the code since the first day...
Are you sure it's not the digital/analog swap shortcut? It happens when you press "1", unless you disable it in N-Rage configuration.
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Intro stage done: http://dehacked.2y.net/microstorage.php/info/782019881/Mega%20Man%20Xtreme%20the%20basic.vbm Reasons why I started from savestate+reset: - I want to use Extreme Mode. In Extreme Mode, you face 8 mavericks and the fortress. In Normal and Hard, you face 4 mavericks and the fortress. There is no point playing through Normal, Hard, or Normal+Hard. - Extreme Mode can only be unlocked from SRAM by beating Hard, which in turn can only be unlocked by beating Normal. - Start from SRAM is not available in VBA. I found out a way to dash continuously on the ground without losing any time, by pressing start, down+A, and/or right+right so that the dash action occurs on the frame where X would otherwise stop dashing. Planned route: Storm Eagle, Flame Stag, Spark Mandrill, Morph Moth, Magna Centipede, Chill Penguin, Armored Armadillo, Wheel Gator. Planned upgrades: Head part, Wall-Dash (forced), X-Buster upgrade, Zero Final.
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Atma wrote:
The game is against doing things that look cool -_-
Part of being a TASer is dealing with situations like this. It's a problem-solving skill. Anyway, if you were talking in the X point of view, I would agree. Otherwise, I disagree.
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The proposal was to assign extra user titles for players. The TASVideos Baxter ranking is as follows: http://tasvideos.org/forum/rankmaptest.php?x=2.5&y=0.5 It is highly dependent on (active) published movies, and their ratings. Every player who is not a quiet player, banned user, coder, or site manager is assigned a user title corresponding to specified ranges in which his or her Baxter rank is situated. The proposal is currently in practice. You need only look at my user title. For the formula, you will have to read Baxter's post above.
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Volt Kraken No-Orb Jet Bike TAS: http://www.youtube.com/watch?v=S2a-Pu454J4 For those who liked the Jet Stingray stage TAS (in Mega Man X4) or want to see Alia stop talking. Not part of any full run (I continued from a slight modification of paul_t's movie). Yes, I know already. The game timer does not run when X/Zero is shooting the orbs at the door.
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mikwuyma wrote:
I know Satoryu asked you this already, but why did you pick Mushroom first?
It was early on, and I took account of the fact that I can SDC the bug miniboss, that I get Kuuenbu/Kuuenzan from Split Mushroom, and that everyone loves to see Split Mushroom's stage beaten. I didn't expect to take the run further. I think ground slash does 1 and Ryuenjin does 2 (but of course a hit delays for 5 frames). I can't tell if Ryuenjin does better or not.
mikwuyma wrote:
Also, why did you get hit by the first enemy? I didn't see any benefit to that.
Apologies. That was me not caring. I only attempted to dodge the spike enemies at the third one, and succeeded, of course. A similar thing happens for the first big enemy thing in Magma Dragoon's stage.
mikwuyma wrote:
Does it really save time to skip the armor in Magma Dragoon's stage?
Atma already answered, but I'll add that I didn't care about the time and only did it because it was impressive.
mikwuyma wrote:
How many frames does the game pause for when you jump slash with Zero?
5 frames.
mikwuyma wrote:
When you do the kuuenzan (the upgraded jump slash) with Zero, you can turn around to score extra hits. Turning around to get extra hits out of your slash is useful against the wall in Web Spider part 1, and Slash Beast's midboss.
Thanks. It seems strange that I would use the Kuuenzan turnaround to avoid extra hits (against bosses), yet I forget that I could use the Kuuenzan turnaround to inflict extra hits.
mikwuyma wrote:
Also, when Frost Walrus reaches the left wall and starts to stand up, you can hit him twice as he is transitioning from crawling to standing.
I looked at Frost Walrus for cues rather than his life bar, so I missed it because he had no reaction and I thought it was doing no damage. I'm surprised you didn't mention that it is better to Ryuenjin away from him on the last few hits rather than toward him, to reduce unnecessary hits. I missed this as well.
mikwuyma wrote:
If you did Web Spider before Slash Beast, you would have been able to cancel your last set of slashes before Beast starts dashing into a Raijingeki (the lightning lance), which would have killed Beast.
Curiosity. I wanted to test the Shippuuga, to see if TAS power could make something out of it. Unfortunately, it is as useless as everyone says it is.
mikwuyma wrote:
Oh, for the colonel battle, test and see if you can make the first icicle take off half of his life. I swear I did that once, but I've never been able to reproduce the incident (I think it has something to do with him switching animations).
I don't know why a game could be so glitched as to do that, but I take your word for it. Do you mean that the same Hyouretsuzan did multiple hits on him when he should have been invincible?
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Editor, Experienced Forum User, Published Author, Skilled player (1941)
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Warp wrote:
asteron wrote:
"2-player" "3-player" etc seems unambiguous as I don't think people would confuse it with multiple authors.
I'll have to disagree with that. I think it is a bit ambiguous.
Maybe "2-player mode"? (Similarly, "3-player mode" and "4-player mode"). "Mode" refers directly to the game, not the authors. As an aside, we should emphasize that authors are authors, not players. To say that an author is a player is like saying that making a TAS of a game is playing the game. Sure, we could say that we are "playing around" with the game.