Posts for Masterjun


Masterjun
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Joined: 10/12/2010
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For the goals to not overlap with the game end glitch, there needs to be some kind of restriction on this run. The game end glitch is made possible by opening a dialog you can advance, then dying by pressing R, then save+quit. By quitting, it switches to "load menu" mode which we then can advance to other modes. I thought the least arbitrary and most straightforward restriction for this run would be to simply not allow save+quit. Of course, choosing a restriction depends on what you think is the cause of the game end glitch in the first place. Is is because the save+quit menu allows advancing modes? Is it because triggering a dialog and dying allows you to save+quit in a text sequence? A less restricting restriction would be: don't allow save+quit while a sequence is playing that allows you to advance modes. This would allow the Gravitron skip in this run. It would also allow potential other save+quit glitches which might end the game sooner and maybe in a similar way as the game end glitch. In summary, it seemed to me that the save+quit feature is prone to introducing glitches that don't fit into this branch and instead are covered by game end glitch runs. That's why I chose to not allow it at all.
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Masterjun
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Joined: 10/12/2010
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Habreno wrote:
at this point we aren't playing a specific game, we're effectively playing the console itself as our game.
Nope. The game itself is poorly programmed. It doesn't matter if the DPCM bug even happens or if it even exists in the first place. This run would also work on a theoretical NES 2 with the bug fixed. The only reason the DPCM bug is even mentioned is because it is very likely the reason for the game to be programmed that way (however we can never be certain without asking the developers themselves).
dwangoAC wrote:
I cannot test console verification of this movie until someone comes up with a way to extract the raw button presses on a per-poll basis from SubNESHawk. [...] All of us struggle with it because the file on its own doesn't contain any information on various things that need to be known to attempt a console verification attempt
Nobody asked me! I sent you the file.
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Masterjun
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Joined: 10/12/2010
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Upload your input files to your userfiles! You can either upload your input file directly, or you can compress it (for example in a .zip file). A short list of formats is given on the userfiles page.
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Masterjun
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Joined: 10/12/2010
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jlun2 wrote:
How many games out of the NES library have the DPCM bug?
Every game on a NES console has the DPCM bug. Not all games implement a DPCM bug workaround. And even less games have a DPCM bug workaround that can be exploited. And in most of the cases where you can exploit from the first frame of input, you're just going to end up with a crash you can't manipulate. The principle applied here is not a rare way to trigger the credits, but a rare way to trigger a crash.
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Masterjun
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Joined: 10/12/2010
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The only Lua version where both the # operator and the table.getn function exist is 5.1. They both do the same thing. In future versions, only the # operator can be used (because the table.getn function is deprecated and was only left in for compatibility).
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Masterjun
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Joined: 10/12/2010
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I posted some information about RNG in the game thread. Also, according to this Tetris wiki page:
The first roll generates a value 0-7 and will accept and deal on any value other than the previous piece dealt or the dummy value of 7. The piece history is initially empty. If the first roll fails, it progresses to a second roll that generates a value 0-6 and deals that piece.
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Masterjun
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Joined: 10/12/2010
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Upload it here and post the link. Then I can replace it.
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Masterjun
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Joined: 10/12/2010
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Just running right makes you just reach bowser at the time this movie finishes. Going around the fire and hammers to end input early like in this movie seems to end up about the same timewise.
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Masterjun
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Joined: 10/12/2010
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Because we're landing on the Hammer Bro! (The previous right-movement turns into upwards-movement making it impossible to land soon enough to jump before reaching him)
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Masterjun
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Joined: 10/12/2010
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In fact, we even have %%SRC_EMBED with %%END_EMBED to avoid accidental wiki markup code to be processed. It requires specifying a programming language after the SRC_EMBED, but entering a non-existent language such as a seems to work. I think this should be used instead of the preformatted text. There seems to be something wrong with SRC_EMBED.
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Masterjun
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Joined: 10/12/2010
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Read the Submission Instructions. In particular, make sure you understand what our site is about, and how our Movie Rules and Guidelines apply. For example, if you just want to share your movie in the game thread, upload your movie to the userfiles.
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Masterjun
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Joined: 10/12/2010
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I went ahead and trusted the authors' intuition on what is allowed and accepted this run. If future problems happen to come up, it's simple enough to make a new (possibly slower) run and obsolete previous runs.
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Masterjun
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Joined: 10/12/2010
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Because I'm discussing with feos in private.
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Masterjun
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Joined: 10/12/2010
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EZGames69 wrote:
the submission text doesn’t say what enemies were shot at, only that they were.
And that's precisely the only information you need to answer my concern about being a valid pacifist run.
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Masterjun
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Joined: 10/12/2010
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I mean, it's right there in the submission text. If even the senior judge doesn't read properly If I'm the only one who might see a problem here, then I'm probably caring about this too much. But not anymore! Who cares!
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Masterjun
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Joined: 10/12/2010
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EZGames69 wrote:
it's because we dont even know which enemies you're talking about.
EZGames69, reread what the point of my initial reply is. Then, if your answer depends on which enemies I'm talking about, then you didn't understand my point.
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Masterjun
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Joined: 10/12/2010
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aiqiyou wrote:
I think this is reasonable because there is no reason to reject the skills used in an accepted submission.
Past mistakes don't justify future ones. It's in the Judge Guidelines. I asked this precisely because there were no discussions about this yet. In fact, despite the replies, there is still not a single opinion about this.
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Masterjun
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So I wonder if this run is truly in the spirit of a "pacifist" run. The run hurts enemies without killing them, which is generally not what a pacifist would do. But if we're just taking it as a synonym for "avoid killing" then this run is perfectly fine. I'm going to leave this open for a few days, and if nobody has a problem with it I'll just accept it.
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Masterjun
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Joined: 10/12/2010
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Isn't it just as simple to implement the getregister and setregister functions by uncommenting and adding subnes references?
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Masterjun
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TASing inside a browser, quite the interesting concept! I moved this thread into the laboratory because it fits perfectly in here. If you want to try it yourself, a way to easily open the console is Ctrl+Shift+J in Chrome and Ctrl+Shift+K in Firefox.
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Masterjun
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Joined: 10/12/2010
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I wonder if it would be possible to implement the memory callbacks for Lua functions such as event.onmemoryexecute(). It would be very useful to have considering the core is mostly used by people who do a bit of debugging. It currently gives a NLua.Exceptions.LuaScriptException: function in the Lua console.
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Masterjun
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Joined: 10/12/2010
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Masterjun
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Yeah, if software has one bug I also call it not maintained and a bit rotten. You can try to report the bug in the IRC channel #lsnes on Freenode (careful though, IRC existed since 1988, so it should be very rotten by now).
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Post subject: Re: Running Game Boy games in libTAS
Masterjun
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MikeRS wrote:
Small problem: mGBA by default wants to target 59.7275 FPS while libTAS only lets you set whole integer values.
For reference, libTAS lets you set whole integer fractions with a maximum numerator and denominator of 100000. In fact, mGBA actually targets 16777216/280896 FPS, which is the same as 262144/4389 FPS (~59.72750057 FPS), which is still too high for the fields in libTAS. The next closest smaller fraction is 23891/400, or exactly 59.7275 FPS.
Also for reference, lsnes is an accepted GB emulator native to Linux.
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Masterjun
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Joined: 10/12/2010
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It should be mentioned that here at TASVideos we don't use labels like "any%" anymore. If you want more information, you can read the Branch name section in the Publisher Guidelines. To summarize: Just because there is no branch name doesn't mean it's "any%"!
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