Posts for Masterjun


Masterjun
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This is not the thread to discuss this. Wait until it's actually submitted. Thank you very much.
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Masterjun
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You sell the emulator for $30? What a joke. You lost me here. Bye.
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Masterjun
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We resolved this publisher argument by saying that Spikestuff will calm down more (and give civilized suggestions rather than rage mode) and feos will accept feedback and fix honest mistakes (while staying calm even when the criticism is way too harsh).
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Post subject: Be careful with 60 FPS on YouTube (also: other fps tests)
Masterjun
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Other frame rate tests in this post. Update: NTSC (30000/1001) and double NTSC (60000/1001) FPS have been confirmed to be working as intended (no frames lost, no frames added). However, consoles like NES or SNES output at ~60.099fps, so read as follows: Update: Be careful with the 60fps AVI movie files from the output of emulators. The framerate is actually closer to 60.099fps than 60fps (it's my fault for relying on Windows on the framerate on those, since it told me it was exactly 60fps). The duration of a frame is saved as 16639μs per frame. YouTube has a problem with dealing with framerates over 60fps (it carelessly drops a bunch of frames, resulting in a stuttering video, see this post for examples), so we need to convert it down to 60fps ourselves. After converting, YouTube displays all frames*. *(Though, it depends on how your file saves the framerate. If it saves it in fps then you probably won't have a problem. But if it saves it in duration per frame then it might be possible that you get a one frame drop once in a while, because 16666μs is not exactly 1/60th of a second) How to convert: Since our encoding is done with AviSynth, I'll focus on that. So you have your ~60.099fps file loaded in AviSynth. You now have two choices to convert to 60fps. 1: Don't drop any frames, meaning your movie will be played back slower and your audio will be played back with a (really slight) lower pitch:
Language: avisynth

AssumeFPS(60, true)
(The true is for the audio sync, if for some reason you want the audio to be unchanged and desync from the video you can omit it or put in false) 2: Drop frames to fit the timing of the game and audio, meaning it will drop one frame every ~10 seconds but doesn't change the audio or length of the movie:
Language: avisynth

ChangeFPS(60)
What follows below is the original post. The one where I uploaded a video with the original ~60.099fps (16639 μs/f).
Original post wrote:
You might have noticed that a 60 fps quality option on YouTube doesn't always play back the pure 60 frames per second of the source video. Occasionally the video decides to drop frames (which means it duplicates the frame before it). (Personally, I think the reason YouTube does that is to kind of simulate a deblink of the 30 fps video. The 30 fps quality option just plays every second frame, and by duplicating frames in the 60 fps video, the frames that get chosen are not every second one, but vary depending on the duplicated frame) I made a test video showing this: Link to video As you can see, the 60 fps work fine until frame 286. For example frames 287 and 290 are left out completely and it continues to drop frames until frame 336. Anyways, there is nothing we can do about it right now, as the places where it happens seem to be chose by some random algorithm. However, this creates a problem in one specific case: Uploading 60 fps videos of 30 fps games. By having a 60 fps video of a 30 fps game, you basically have two frames for each gameframe. Now, if you are unlucky YouTube decides to duplicate the latter of those frames, meaning your resulting video will have 3 frames of (for example) gameframe #58, but only one for gameframe #59. This is especially bad in the case of watching in a 30 fps quality option, where gameframe #59 will be skipped completely, even though it is a 30 fps game. tl;dr: YouTube can't do proper 60 fps. We can't do anything about that. Don't upload 60 fps videos of 30 fps games.
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Masterjun
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I have experienced a few video players that just can't deal with specific codecs and thus fail to rewind properly. Usually VLC Player is the popular choice that works with a lot of video files. So if you change the codec and it still doesn't work, try testing other popular video players I guess. Or read the post below.
grassini wrote:
people edit their comments with more info,
You replied after the info was already added. If the info was added afterwards, then there would be the Last edited by <name> on <date>; edited 1 time in total annotation under the reply.
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Post subject: Providing an encode would increase the chances of feedback
Masterjun
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I don't want to say that providing an encode would increase the chances of feedback but providing an encode would increase the chances of feedback.
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Masterjun
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Alright, a submission. So let me start this by saying: Good job at finishing this! I bet it took a lot of time considering how long this game is. This room-based game is really fast-paced and you get a lot of different movement powerups while progressing. This means that this game is almost perfect for speedrunning and especially TASing and it looks really nice. Though, having TASed this game myself (and posted a WIP), it's not too straightforward for a platformer. The improvements are usually only a few frames, but this game has a lot of rooms, so those frames add up. Basically, optimizing this game is hard, but you can't easily see those slight errors. And this is exactly the problem I have with this submission. Of course I compared this movie to mine, and let me quickly list a few things that aren't optimized. But first of all, this:
fcxiaopengyou wrote:
to be frank, it influences randomness, so I wasted 1 frame in ice cave.
RNG is advanced by simply adding xposition + yposition + some music byte. You can easily manipulate the RNG by changing your yposition... so by jumping. You shouldn't be wasting a frame for RNG except for complicated situations. You lose a frame in the menu at the start (...seriously?). You lose a frame in room 4 and room 5. Then like 2 in later rooms. 4 frames in the second boss. A few frames again, and then (for some reason) 4 frames here. (As you can tell, this game is suitable for frame wars... if only it wouldn't be so long) This is around where my current WIP ends, so I can't compare further. I didn't even get to the other movement powerups so that might be an important part. I'm sure I'm biased towards not liking this too much, considering how much effort I put into my movie myself and how there are a bunch of places that aren't too optimal. And I don't see a problem with accepting this for now, but this game deserves a really good, optimized movie and I think this just isn't the one.
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Post subject: Re: I need some life advice...
Masterjun
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Ready Steady Yeti wrote:
My dad has known about my interest in the TAS/speedrun community for pretty much all the time I have been. He pretty much hates the community, he thinks it's a big joke basically, a huge waste of time and that "pretty much the entire world would not even care if the TASVideos community was shut down for some reason."
  • a big joke - Definitely not a joke. People wouldn't put so much effort into TASes if they were a joke.
  • a huge waste of time - "The process of creating [TASes] is also a form of problem-solving and challenge to our intellect and ingenuity". The skills you acquire and the knowledge you gain are not useless in real life. Btw, something that once raised like $5000 for preventing cancer doesn't sound like a waste of time.
  • pretty much the entire world would not even care if the TASVideos community was shut down - Well that's a given. But does that mean you shouldn't take part in it? Hell no. Pretty much the entire world would not even care if most of the other communities that exist were shut down. Why does that even matter? That sounds like you always have to strive forward to accomplish something that pretty much the entire world would indeed care for, while rejecting everything less significant in the eyes of pretty much the entire world. Doesn't sound like a healthy way to live your life though.
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Masterjun
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I have a big problem with this topic. A bunch of these points sound like assumptions without any kind of citation or proof. Not even examples? I know you want to discuss this, but it's not really going to be a discussion if you can just say "not true" to like half of what's being said.
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Masterjun
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Quick reminder that we have [sup][/sup] and [sub][/sub] for neat superscript and subscript for anyone that likes to polish up their replies.
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Masterjun
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I kinda would have liked it if you wouldn't have completely copied the input of my 1-1 strategy movie without saying a thing, as showing someone a strategy and copying input isn't really the same thing. I mean I'm fine with it, but maybe you should consider asking for permission the next time you do it. (Also it wasn't optimized at all, but I guess that's not too important because of frame rules ?)
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Masterjun
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Yo fcxiaopengyou, your WIP is quite good, but there are still places that can be better. For example you missed the trick with odd pixel values to go around enemies (as you can see here). As you can see, I'm also doing a run of this, though, I don't get all the Teleporters as my goal is simply "all items".
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Masterjun
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Yes! Yes! Yes! This was so damn entertaining. Shoutouts to explaining Palace Skip real fast.
so yeah i manipulated an item drop im gonna do a delayed goombella buffer into it where i goombella buffer but with goombella farther away her textbox takes an additional frame to pop up i can close out of the item menu because i had ten items i can throw away the item so now its still there so i can do this glitch all over again because of the delayed goombella buffer the textbox shows up in battle cause when you close out of item acquisition text boxes enemies are moving again lets me get into battle with the textboxes so now i have two textboxes open one textbox is on the first segment of the text the second textbox is on the second segment of the text and i can press z and a to alternate the textbox because i dont want them to line up on the same part of the text because otherwise theyll close at the same time if i press a i only want one textbox to close at the same time so im gonna go against the left wall im gonna face right im gonna use koops offscreen to start a battle im gonna switch to yoshi inbattle because koops is offscreen and mario is facing right the game spawns partners behind mario behind mario is to the left yoshi spawns out of bounds i can close one of the textboxes use yoshi who is out of bounds and teleport to his y position i can hit this spring that is constantly loaded even though its not supposed to below i can do another yoshi teleport we call it right underneath the floor in the middle of the room and get into battle with the other ember first strike him that causes my y position to barely fall after the entering the battle and i can double jump out of that into the loading zone right behind it!
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Masterjun
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As far as I know Spikestuff is already doing this.[1][2][3]
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Masterjun
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Weegeechan wrote:
it seems kind of pointless to keep it from the average user
You have to earn it! We still sometimes have a low amount of feedback in the discussion topics of submissions. So, be active in the forums to be able to use cool features!
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Masterjun
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And 2 of them were in fact published after the Vault was introduced.
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Masterjun
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jlun2 wrote:
Since Mario 64 runs on BizHawk, wouldn't a lua script help with reverse-engineering the PU strats?
Why would want to reverse engineer the strategies people already have? Are you assuming they found them by accident? If you talk about creating strategies with a script, then I'd say I wouldn't assume that you can easily make a script that would help. (It's like route planning, where a lua script by itself doesn't really make a difference, since you have to plan the route by yourself anyways)
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Masterjun
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Randil wrote:
2. Is s(n) bounded above or below? My intuition says no, but I cannot formally prove it. 3. Consider the histogram of the values s(1), s(2), ..., s(n), for ever increasing n. I suspect this should converge to a normal distribution, but again I cannot formally show this. If it does converge to a normal distribution, what are the parameters of said distribution?
Sounds like this problem would be easier to solve if we'd know whether pi is a normal number or not.
Wikipedia wrote:
it is widely believed that the numbers √2, π, and e are normal, but a proof remains elusive.
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Masterjun
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It actually doesn't complicate the formula.
Masterjun wrote:
So with 3 players the chance of winning is (3/4)^3 ≈ 42,19%. With N players the chance of winning is (3/4)^N.
I'll edit this post once I have enough time to explain why it doesn't complicate the formula I guess. (Or someone else does it for me...)
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Masterjun
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Each enemy player has a choice of 4 cannons to go in (say, A, B, C or D) and at the end the last player chooses 3 of them (say A, B and C), meaning he only wins if nobody entered the one cannon he didn't pick (D). Since there are 4 cannons, the probability of an enemy player not choosing the leftover cannon is 3/4. So with 3 players the chance of winning is (3/4)^3 ≈ 42,19%. With N players the chance of winning is (3/4)^N. Assuming the enemy players comunicate and always choose the best strategy, the chance of winning goes: 0 enemies - 100% 1 enemy - 75% 2 enemies - 50% 3 enemies - 25% ≥4 enemies - 0%
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Masterjun
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I call it "already answered".
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Masterjun
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No I wasn't asking for a definiton of what philosophy means, thank you anyways. What I actually meant was why you keep bringing up your philosophy stuff when there are already several people that clearly tried to explain how philosophy makes no sense here. It's like a child who keeps talking about how Santa Claus clearly exists even though it already heard several people trying to prove that fact wrong, but simply ignoring them.
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Masterjun
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I don't quite understand why you keep talking about some philosophy stuff.
Warp wrote:
It may be unintuitive and hard to accept, but is it wrong? It depends on your philosophy of thought.
No it actually depends on what your predefined ruleset is and which definitions and axioms you follow. Basically, it depends on the mathematical context.
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Masterjun
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Nope.
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Masterjun
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I'm sorry I can't answer your philosophical questions, I'm just here for the maths.
Warp wrote:
lim(n→∞) sum(0, n) 1/n2 = 2 In other words, 1 + 1/2 + 1/4 + 1/8 + 1/16 + ...
(I'll assume you meant (1/2)n up there) Now, the former is a valid mathematical statement with a valid definition and rules deriving from it (such as, for example, adding or subtracting limits). The latter, however, is something made up by someone who forgot to give a valid definition, meaning you can't really use maths on them. Let's do it anyways. I don't know how you were thinking about proving the 1 + 2 + 4 + 8 + 16 + ... = -1 one, but let me give an example how people usually do it. But let's try both of them, anyways. (1) 1 + 1/2 + 1/4 + 1/8 + 1/16 + ... = S multiply by 2 and you get 2 + 1 + 1/2 + 1/4 + 1/8 + 1/16 + ... = 2S now subract and you get 2 = 2S - S 2 = S right? (2) 1 + 2 + 4 + 8 + 16 + ... = T 2 + 4 + 8 + 16 + ... = 2T 1 = T - 2T -1 = T Surely if (1) works (and it's even mathematically valid) then (2) has to work, too, right? Now, even if there are other ways to prove (2), there is one important thing to remember: We're giving values to limits. The only reason why (1) works and gives us the correct value, is because of definitions and proven rules. For example, let (an) and (bn) be sequences: lim(n→∞) an - lim(n→∞) bn = lim(n→∞) (an-bn) This is what is basically being used in (1) and (2). But this only works when (an) and (bn) are convergent in the first place. It might sound strange at first, that you're unable to subtract or add sums and retain equality, but we're dealing with infinite sums here. To apply basic mathematical operations, you first have to prove that they work as expected. If they don't, then you might screw up mathematics if you use them anyways.
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