Posts for JorWat25

JorWat25
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PikachuMan wrote:
I wonder what the Morse code for the message on when you activate the yellow switch.
---- .-.- --.-. --.-- - ...- --. --.-- .-... -...- --.. .. .-.- .--. ...- .-.-- .. -.
It's some sort of foreign word.
I believe it's not Morse code, but Wabun code. So, in katakana, it's コロシアムクリアオメブロツクデタ, but I don't know what that actually means... EDIT: I don't think you've got the whole thing there. Here's how it appears in game:
---- .-.- --.-.
--.-- - ...- --.
--.-- .-... -...-
.-.-- .. ..-.. ..-

[empty box] [full box]

--.. .. .-.- .--.
...- .-.-- .. -.
or
コロシ
アムクリ
アオメ
デトウ

[empty box] [full box]

ブロツ
クデタ
EDIT 2: It apparently says 'Congratulations on completing the coliseum. Block data'
JorWat25
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I think this might be the perfect example of a Vault run. It's (as far as we can tell) optimal, but there is almost no chance that someone would actually want to watch the whole thing.
JorWat25
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I in no way think this is crappy, but looking at some other videos, I think we've long abandoned that... I have become obsessed with this video, and need to share it with everyone I can: Link to video
JorWat25
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Warp wrote:
FractalFusion wrote:
f(x) = (1/2)*x*sqrt(4x2 + 1) + (1/4)*sinh-1(2x), f'(x) = sqrt(4x2 + 1)
The second expression is the derivative of the first one? That seems surprising.
It does seem odd, but it's true.
JorWat25
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I'm not a chess player, but I think your notation is wrong. You haven't marked any pieces, meaning it's ambiguous at times. 1) e4 e5 2) Nf3 Nc6 3) Bb5 Nf6 4) 0-0 a6 5) Bxc6 dxc6 6) Nxe5 Nxe4 7) Re1 Qd4 8) Nf3 Qxf2+ 9) Kh1 Bf5 10) Nc3 Rd8 11) Nxe4 Bxe4 12) Qxe4+ Be7 13) d4 Kf8 14) Be3 Qxe3 15) Rxe3 h6 16) c3 f5 17) Qb3 f4 18) Qe6 fxe3 19) Ne5 e2 20) Qf7#
JorWat25
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Masterjun wrote:
And here's a 90% time improvement for checkmate (914 frames): https://www.youtube.com/watch?v=iUh_MGtESro
Well, that's certainly an unorthodox way to get a quick checkmate...
JorWat25
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Samsara, your MeGUI folder link doesn't seem to exist any more. Can you re-upload it?
JorWat25
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There's an educational PC game I remember playing at school, so it would have been at least 14 years ago. All I can clearly remember is a scene where the main character, who I think was a dog, hitting a high striker. I would not be surprised if it were a mathematical educational game.
JorWat25
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Man, voting for Nintendo 3D TAS of the year is going to be really hard this year if this, Super Mario 64, Banjo-Kazooie, and Paper Mario: The Thousand-Year Door are all going to be in the running... EDIT: Calling it now, this will win first edition TAS of the year. Every other star run released this year (so far) is not a first edition TAS, neither are any of the runs mentioned earlier.
JorWat25
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Hi KirbyFan, If you've been "watching [your] dad TAS for a looooong time.", then why has he only been on the forum for about four months, and only posting for about two months? That doesn't sound that long to me. Though you could mean "I was just watching him spend several hours nonstop making a TAS"...
JorWat25
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Link to video Easily one the best unintentionally funny videos I've ever seen.
JorWat25
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That's quite a write-up... When you said "submission text is a lot of work!" you weren't joking.
JorWat25
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JorWat25
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jacke9708 wrote:
and why its on europe version is beucase i have no idea, it was just the first i found really, is it better to use the usa version?
From the Movie Rules page:
NTSC vs PAL (USA/Japan vs Europe) Console versions of PAL games run at a lower framerate than NTSC games, running at ~50Hz compared to NTSC's ~60Hz, and the games themselves are often not modified or poorly modified to accommodate to the change in timing. Due to this, PAL versions of ROMs are generally not allowed, unless there are significant technical and/or entertainment merits to using this version. See Rygar and Blaster Master for examples of good usage of the PAL ROM.
JorWat25
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Masterjun wrote:
Dang, I wasn't expecting the execution of the PU glitch to be so fast.
Yes, I also thought that. I guess I'm used to pannenkoek's PU navigation where he seem to have to walk on the spot for a while to move, presumably due to the lack of an A button.
JorWat25
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thatguy wrote:
Quick question for hyper: why did you not use FFM? Was it a stylistic choice because you prefer to start from clean RAM? Or was FFM discovered after you had started the TAS? (Or maybe it was both?)
As The8bitbeast said in the Banjo Kazooie thread:
The8bitbeast wrote:
The 100% TAS did not use FFM as it doesn’t make as much difference in that category and FFM was found after that TAS was started.
JorWat25
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MUGG wrote:
What are some good royalty free music resources?
YouTube's Audio Library seems quite large and filterable.
JorWat25
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Amaraticando wrote:
I made this cute geometry problem for you 😛😈 Can you find the value of this angle (DAB)?
Let's start by labelling the angles as such: DAB = a, DAC = b, ADB = c, ADC = d, BDC = e We have: a + c + 30 = 180 b + d + 25 = 180 e + 30 + 15 = 180 a + b + 30 + 30 + 15 + 25 = 180 c + d + e = 360 These simplify down to a + c = 150 b + d = 155 e = 135 a + b = 80 c + d = 225 So, c = 150 - a and b = 80 - a d = 155 - b = 155 - (80 - a) = 75 + a But then c + d = (150 - a ) + (75 + a) = 225, which we already knew. So, no, you can't find that angle. But something seems wrong about this. I think I'm missing an equation in those original ones... EDIT: Right, try 2... So, let BC = 1. Then, by the sin law: BD = sin(15)/sin(135) = 0.366025404 AB = sin(40)/sin(80) = 0.652703645 Then, by the cos rule: AD^2 = BD^2 + AB^2 - 2*BD*AB*cos(80) AD = 0.382359928 Then, again by cos rule: cos(DAB) = (AD^2 + AB^2 - BD^2)/(2*AD*AB) cos(DAB) = 0.878011324 Therefore DAB = 28.59660668 degrees.
JorWat25
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It may have taken over three months to get published, but at least it's finally here now.
JorWat25
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Is there any update on this?
JorWat25
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You might want to double check the level breakdown table. For example, a lot of the 'Meerkov v Allbeert' values seem to actually be the difference between the MechChicken and Allbeert values. Also, many of the Meerkov values are a lot higher than the Allbeert values, which doesn't seem right, as surely this is supposed to be an improvement. Also, based on the description, it does not sound like you fully optimized this:
However, I make a mistake by not luring the zombie tighter and instead going for a chest first. I end the level only 135 frames ahead, squandering two seconds from what I could have gotten :/.
I spend it here, I think it's slightly better.
I'm also confused what you mean by "In my run, I have to leave in 2P's input because removing it would actually desync the run otherwise." Did you start making this as a two player run, and then found that in one-player mode, it desynced, so you kept the second controller's input?
JorWat25
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RobynS wrote:
Wow, the last movie from 2004 finally taken down. o7
On to 2005, then!
JorWat25
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One thing I think should be in future GDQs is a mention of the fact that different types of videos get shown at Awesome and Summer. It's been made quite clear on this site, but I saw several people complaining there wasn't anything like what they had seen at an AGDQ.
JorWat25
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We also implemented the two gadgets of Section 4 in Super Mario Maker, although with some minor modifications to cope with the slightly different physics. The level IDs are 92F8-0000-005D-F452 (crossover gadget) and A8B5-0000-005D-E79A (open-close door gadget).
Not something you expect to see in many papers...
JorWat25
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So, when are we going to see that Mario 3 run submitted?