Posts for IdeaMagnate


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Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
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ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
Yeah, I was referring to the part of a URL that starts with a #. 'Fragment' looked like the official name from my understanding of the W3C standards. As for syntax, what about something like this: [#fragmentName|foo] => <a name='fragmentName'>foo</a> [=#fragmentName|bar] => <a href='#fragmentName'>bar</a>
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
Good improvement, Upthorn. Thanks. Bisqwit, it'd be nice if the wiki markup supported fragment identifier declarations and a more concise syntax for links to fragments on the same page. As it currently is, the table has to be either clunky (using footnotes like it does now) or brittle (using explicit tags like [=DesiredEmulatorFeatures.html#starting_recording_from_power_on|po], which would break if someone changed a section title).
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
xipo, if you know how to make your movie faster, you should make it faster before you submit it. If you think that someone can make it faster but you do not know how, then you should say that. Either way, welcome to TASVideos! This is a good and entertaining movie. A person's first movie isn't usually accepted, but I think yours will be an exception. You have my 'yes' vote.
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Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
I started the table, but have are some issues with the data presentation. It currently refers to file formats but should probably refer to emulator/platform pairs, since features usually vary across emulator ports. If nobody else does it, I'll probably make the changes once my monotony tolerance goes back to normal.
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Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
Fabianx wrote:
Does there exist such a list of not dream tas tools, but of commonly used tas tools in emulators?
http://tasvideos.org/DesiredEmulatorFeatures.html
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
I thought you could bounce off the boss vertically and hit him on the way down, making the hits closer together. Think of a trampoline. Unfortunately it looks like his invincibility period is about 8 frames too short, so when I tried I landed inside him and died. Thanks for the explanation. It looked simple when you did it.
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Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
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Location: Oregon
Can you manipulate the red dragon to pop up in a better position so you could hit him earlier? Also, can you hit the fat guy boss (in the machine level) faster by bouncing vertically off him, like you did on the last hit?
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Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
I meant his times on the next boss, which doesn't use the movement glitch.
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Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
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Location: Oregon
This isn't quite dead yet. I have an initial version of the Alaska falling level done. I'm pretty sure I can improve it, but finding a fast enough bug exploit can take my robot anywhere from 30 minutes to >20 hours per jump. The gmv is here and a starting state is here. The next boss is going to be tricky too. Twisted Eye's times are proving difficult to beat.
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
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I'll do this. It scares me and there's a lot I don't know about training, but I'll do it. This page looks like good source for exercises for the various muscle groups. What's a good way to decide which ones, how many and what weight to use?
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Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
Truncated wrote:
I'm not sure I understand why anyone would want to play (or TAS) a bad hack of a bad conversion of what was once an okay game.
Maybe because it has more bugs?
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Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
I'd be up for that. Do you know enough about this kind of race to give advice on training, or would I be better off Googling for it?
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Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
As you were backtracking through the area right before the last bosses, you fell into a hole onto a moving platform, when it looked like it would have been easy to jump across. Any reason for that?
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Post subject: Tony vs. Paul
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
I found this on YouTube and literally had to pause it half way through so I could catch my breath from laughing. If real life could somehow be tool-assisted, I think it'd be something like this.
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
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Location: Oregon
The playing was good, but the game wasn't very special.
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Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
If you're on Linux, I'm using a robot that does something fairly similar. Let me know and I'll show you how to use it. Unfortunately the code isn't cross-platform, but you may be able to successfully bug Upthorn (to work in win32) or use VMware (to run Linux).
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
Works For Me. (tm)
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Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
If you want to exhibit an amusing glitch that wouldn't work in a normal tas, try the "Just be funny." thread.
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Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
The choice of language is up to the implementer, but I think smaller is better here. Ruby and the P's (Perl, Python, PHP) work well for general-purpose scripting but aren't designed to be embedded in other applications. Since Lua is designed to be embedded, much of the documentation and wiki covers what's required to embed it. It's also small (<200k stripped) and fast, so it would have less impact on executable size and robot overhead. That said, Ruby is a good language and seems to have a better C API than most. As long as someone didn't use a buggy, awkward and very slow custom language, there probably wouldn't be any complaints.
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
Thanks for that. A game with such poor programming deserves to be broken to this extent. It's an easy yes vote, especially since it's an improvement on your previous accepted run. You broke the game in many strange and amusing ways. How hard were the following glitches to find and execute? * invisible ladder to glitched area (and completion of the glitched area)? * invisible platforms * very familiar walking through walls
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Post subject: RFC: emulator scripting
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
I'd like some comments on integrating a scripting language with an emulator. My plans are so distant I doubt they'll ever happen, but this may be worth implementing to someone else. Alternately, I may mave my priorities bass-ackwards. My idea is that a scripting language (compiler, interperter, vm, etc) could be integrated with an emulator so that code written in the target language can effect the emulator. The script would be able to look at emulated memory, keep an arbitrary amount of internal state information and decide whether the emulator loads or saves a state, or what buttons get pressed. Lua is an example of a language that's designed for integration like this, but I'm sure there are others like Io or Pawn that'd work. There are some advantages to this. Adding scripting to an emulator would be a good way to make robots less frustrating and easier to use. It'd minimize the need for recompiling and restarting the emulator and would also allow for less code to control the robot (since n lines of a scripting language can do more than n lines of C/C++), which would mean less time coding and debugging. Having a scriptable robot would make everything from fuzz testing and prerecorded macros to an AI easier to write. Depending on the implementation, it could also be used to automatically find RAM values or implement simple features like custom frame counters or a camhack. The disadvantages are that even the best scripting language is usually slower than C/C++. This might be a significant issue or it might be an acceptable trade-off. I don't know know if this would be helpful or if it's just a solution looking for a problem. I'd appreciate some thoughts either way.
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
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Location: Oregon
There seem to be some significant differences in the blackout between levels. When I play the published avi and this submission side-by-side, the levels are fairly easy to compare but the blackout in the avi is significantly shorter than in FCEU. If you can press a button to shorten the blackout, it'd make the times much easier to compare. You did better in some places but worse in others. This is fine on the condition that you were making a deliberate trade-off, but I don't think that was the case here. A submission that attempts to obselete an existing movie should be faster or equivalent in every way, barring intentional trade-offs. I'm voting no, but don't get discouraged. You clearly found some improvements. There are just some places that need cleaning up.
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
This might be of interest, although it indicates that understanding the format means also understanding the YM2612. This may help you there.
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Experienced Forum User, Published Author, Player (80)
Joined: 3/11/2005
Posts: 352
Location: Oregon
I don't know how long you've been following this site and these forums, but it'd be a good idea to post your fcm here for some constructive criticism. Beating an existing record is always a good thing but it doesn't guarantee that there's not still more room for improvement.
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
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