Posts for Ilari


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QuizmasterBos wrote:
When I come across a MAC Address that I don't recognize and definitely isn't part of any of the devices in our house, should I block that address then?
If some MAC address is shown as connected but it isn't anything that is supposed to be connected, that's a bad sign. Basically, unauthorized use of the network.
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For Dolphin(GC) frame counter, the fps used in calculations is 60 even if the video framerate isn't quite 60.
Post subject: Re: Punch Out!! Wii
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Kurabupengin wrote:
I wouldn't be able to do it, but I will really really REALLY like to see a run of this game.
IIRC, adelkat tried it, and the game desynced like hell. But I think that was before Wiimote stability was improved a lot... So I don't know how it would be today.
Kurabupengin wrote:
Also if I made a full TAS and the site uploads it, please put dekutony instead of Kurabupenguin... If thats possible of course.
BTW: The proper way to request that is via "Player Nickname" field on the submission form.
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FractalFusion wrote:
For me, both the MP4 Compatibility archive.org link and the Youtube video seem to have a little audio/video desync near the end. It is more obvious during the "Arctic Thunder" phase of the final boss, and the ending cutscene.
Seems like the primary has it too (I hear it best from the "Deep Freeze" attack).
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FractalFusion wrote:
HowardC wrote:
But what they do and how you use them is often completely different. It makes things quite counter-intuitive.
Most emulators were not written with universality (with each other) in mind, so Lua can't do any better. That's the way it is, unfortunately. BizHawk strives to be as universal as possible, so Lua is probably more consistent there. I haven't tested though.
Of course, it is different from everything else. This is about how Lua scripting differs between emulators, not inconsistencies within single emulator.
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Zaleden wrote:
Have never used dolphin before. I'm not opposed to it, but I am having difficulty finding an .iso for the game that isn't torrent - I'm not a huge fan of torrents.
And your optical drive isn't one of those drives that is capable of dumping the disc?
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Patashu wrote:
Nice work! Now only Keen 3 left :)
Well, out of official Commander Keen games, there's also Keen GBC. But that one is kinda crappy.
Post subject: Re: Potential LUA bug... savesates not working properly.
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HowardC wrote:
You know I've been working on this project for a couple of days and I'm a bit perplexed as to why each emulator seems do want slightly different scripting even though it's obvious that the lua was implemented with the idea of scripts having universal syntax.
Each emulator has its own implementation of Lua (and also a bit different features)...
Post subject: Re: Potential LUA bug... savesates not working properly.
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HowardC wrote:
Even then it doesn't work properly. savestate.save never saves the state to file, rather it saves it to memory and yes I am using valid numbers to create the state as per the documentation.
Maybe using savestate.persist might help? At least the documentation looks like it might be relevant.
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Radiant wrote:
...time for an update?
Oh, if it was easy it would have been done a long time ago... :-/
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Dooty wrote:
@ Ilari; is it possible to do such a tool with a Lua script? It would be nice to have these functions right on the emulator.
I don't think it is: - Processing power requirements are kinda high for Lua. - Needs sound input and output. - Needs nontrivial GUI primitives.
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jlun2 wrote:
Nach wrote:
If you in fact did not beat MC Mutoid Man, can we even consider this run as beating the game? Runs have to complete the game to be eligible for acceptance.
Who? Also, the game already showed the ending, so how is this not "beating the game"?
You obviously didn't get the reference.
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One idea: Tool that acted as simple media player, but with the following additional functions: - Record a clip of voice, associating it with current position. - Move clips of voice around. - Delete a clip. - Export a clip. - Import a clip. - Export all clips at proper positions. - Play back segment of video, with associated voice clips.
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And for the extra mess, it is possible to use the arbitary code execution bugs to greatly skip the game levels, even if one has to fight Bowser... So one can't have "fights bowser" either...
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mklip2001 wrote:
It definitely feels completely superhuman, but then again, I feel like similar crazy weaving through bullets have been accomplished in real time by Toho players.
Doesn't Touhou like typical shumps have pretty forgiving hitboxes, while this one doesn't? And the bullets are probably not the only hazards. If enemies have any sort of contact damage, those sort of swarms would probably do damage VERY fast without invincibility.
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Dooty wrote:
Now that you mentioned it, I can't speak English yet, but I can read pretty well! Or at least I think. :)
You mean write? Or something even more confusing?
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nfq wrote:
I still don't understand how you can program a game with controllers, but then again, I know almost nothing about programming.
Basically, by writing SNES program code into SNES working RAM and then telling the CPU to jump to that.
nfq wrote:
It seems like you would need a keyboard to be able to use enough characters to program something.
Being able to input requires just one (time-dependent) or two (time-independent) buttons.
nfq wrote:
7 SNES controllers might have almost as many keys as a keyboard, but I wonder how Masterjun transformed the SNES buttons, like L, R, A, B, start, etc into keyboard keys like {}/;()abcdetc, which are used in programming language, so that he could program. Even if you have 7 controllers, you still only have the normal SNES buttons like L, R, A, B and so on. And what programming language did he use? Java, Lua scripting, C++ or what?
It is actually 8. And the reasons why 8 was used instead of 4 was limitations of the bot. Getting the control needs 4 (64 buttons). Specifically, with the hardware at the time one can reliably read all controllers 3 times per video frame (about 180 times per second)[1]. Thus with 8 controllers, one can move data at double the speed (48 bytes per frame instead of 24).[2] The programs were written using SNES CPU assembly, first translated into machine language via a program, and then the machine language was translated into button presses to input it via another program. [1] Well, there is safety margin in that, so it could have done faster (4 times per frame / 240 times per second could very well have worked). [2] This is nowhere even near what can be done if one doesn't care about if bots can play it back nor about input being any sort of nice. I have seen somewhat over 1024 bytes per frame (and that was with 4 controllers).
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I was thinking what about the Expert Extra stages, but there seems to be only 10 of those... Oh, and then there apparently are master levels as well (10 of those).
Post subject: Re: Emulator's plugins for what?
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xxNKxx wrote:
I saw some plugins for emulators on web. Then it for what? If use, then play game better? Have any effect for TAS?
Basically, one plugin causes the game to glitch one way and another causes it glitch another way. And movie recorded using one plugin can desync if played with another one (especially so for N64 and PSX).
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jlun2 wrote:
Uh...Why does some of the movies appear like this: It only seems to occur for some movies too, oddly enough.
Doesn't seem to happen in Firefox. Digging into it using some CSS debugger (or something like that) in Chrome could be useful...
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EEssentia wrote:
Well, if the steal an admin's password, they can probably dump the database or do a lot of damage.
The DB passwords are sent over TLS or SSH.
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Warp wrote:
I have no experience as a sysadmin, but I have the recollection that SSL support on the server is relatively heavy (compared to normal operation).
As for key exchange, TLS doesn't currently support the really fast stuff. As for bulk ciphering, if you have hardware support, AES-GCM really frickin' flies (but requires TLS 1.2). Then there's talk about adding some new ciphersuites that are pretty fast even without hardware support. Well, it used to be the case that TLS was pretty heavy, but since the CPU speeds have increased, it has become pretty cheap CPU-wise (but that has done nothing to other problems). The reasons why this site doesn't do HTTPS have absolutely nothing to do with CPU nor memory usage.
Warp wrote:
Of course if only the login page is SSL-encrypted and nothing else, that's a lot easier on the server. However, it still requires for it to be set up properly.
This kind of set-up should really be avoided.
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Patashu wrote:
One ok idea is to use two passwords - one for financial services and emails you link to such services, one for stuff where it doesn't matter if the account is broken into, or if you suspect the security is bad enough it might get leaked.
Better to use password manager and multiple passwords (perhaps with a password shared with stuff you really don't care about).
Post subject: Re: Please don't send me my password in plain text
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NicholasGorski wrote:
And storing it with reversible encryption is nearly just as bad, and I hope that's what is being done as a minimum currently in order to even make this possible.
It is not stored with reversible encryption (but it is still quite weak).
NicholasGorski wrote:
Can we not do this? Perhaps switch to something like OpenId so the site doesn't even have to be in the business of handling passwords, which is notoriously easy to mess up.
The password handling in web is just messed up in general. There is very large difference between state-of-the-art with passwords and the best that can be done on web... And everything else seems to be just DOA, thanks to web browser usability issues. Oh, and this isn't the only part in web security that is total clusterfuck...
NicholasGorski wrote:
Thanks! Even better, perhaps we could retire phpBB, which is now bit-rotten and out of date.
Yeah, getting rid of phpBB is a long-term TODO. Unfortunately, the site code is quite a mess of interdependencies on both Wiki and forum sides...
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Wonder how many rooms it would be possible to proceed (sure it would be much slower) on Reallyjoel's mom difficulty without piledriving/throwing? Also, one can't summon the goddess (or whatever, that does a lot of damage to enemy) on this difficulty?