Posts for Patashu


Patashu
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A similar question is 'Is pi a Normal number ?' Here is an interesting quote: "Determining if numbers are normal is an unresolved problem. It is not even known if fundamental mathematical constants such as pi (Wagon 1985, Bailey and Crandall 2003), the natural logarithm of 2 ln2 (Bailey and Crandall 2003), Apéry's constant zeta(3) (Bailey and Crandall 2003), Pythagoras's constant sqrt(2) (Bailey and Crandall 2003), and e are normal, although the first 30 million digits of pi are very uniformly distributed (Bailey 1988)." Though one could imagine a non-normal number that does have every possible series of digits within it. For example, concatenating the digits of every number one after the other, and doing it twice if it contains only 1s, is a non-normal number containing every possible series of digits. However, I would expect every 'non-constructed, transcendental' normal number to also contain all subsequences in it.
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Post subject: Re: Change Frame Advance speed, bind to controller
Patashu
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Is there a hotkey that toggles frame advance on/off? If not, why not set the non-frame advance speed to something slow (50%, 25%, whatever) and also bind to your controller this hotkey?
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Patashu
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Khaz wrote:
I was aware that bizhawk and its ilk are very demanding, it just seems strange that it can bog down my computer where newly-released games on high-quality settings do fine. I know this is a really dumb statement so forgive me, but how hard can it really be to emulate an SNES?
Harder than you think to emulate with 100% accuracy. The main reason is that the drawing to the screen is not done after all the CPU cycles for that frame are over - it is done in parallel. A truly accurate emulator must process the screen being drawn in progressive scanlines simultaneous with the CPU cycles advancing. http://arstechnica.com/gaming/2011/08/accuracy-takes-power-one-mans-3ghz-quest-to-build-a-perfect-snes-emulator/ is a really great three page explanation of what bsnes does other emulators don't and why.
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Patashu
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Tasvideos would rather ban snes9x submissions entirely, as it is lower accuracy than bsnes core (Bizhawk, higan, bsnes/lsnes, etc). However, the requirements to run this core at 60FPS are very high and not met by all computers currently in use. On top of that, the developer of bsnes does not have much interest in improving the performance (and especially it will never be made more performant at the cost of accuracy). As such, I think it will still be possible to make snes9x 1.51-1.53 submissions until a few years from now.
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Patashu
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SNES TASes for tasvideos can be done (accepted) in snes9x 1.51-1.53 as well as in Bizhawk.
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Patashu
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Here are some reasons why zeromus may not like the voxel drawing mode to be in the main app and would prefer it to be a separately maintained branch and/or plugin: -If it is part of the main app that everyone gets, there is an expectation that it not be broken, that it remain polished and up to date and 'not crufty', etc. If it is made entirely by and to the ideals of a separate developer who may not continue working on the project, it may just age and deteriorate. -It is out of scope/not part of the intended functionality the developers want the program to serve. -If it has high coupling (is reliant on many implementation details and parts of the source being just-so) requiring it to be supported could slow down refactors and rearchitectures of the code. This happens in a lot of places, for example many plugins for Notepad++ that are super useful like TextFX, even when they get bundled with Notepad++, they still aren't a core part of Notepad++ because of reasons such as the above.
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Patashu
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Here's the current WR for real time any%: http://www.twitch.tv/boredeathly/c/3210232 Because I want to see a TAS of this game and it has cool glitches/breaks :3
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Patashu
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Use MHS to hack a slingshot onto B or one of your c items then. Handy guide: http://zeldaspeedruns.com/oot/ba/item-chart
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Patashu
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The 'Medallions, Stones, Trials' TAS currently on tasvideos beats all dungeons, whichs includes Jabu Jabu and Dodongo Cavern.
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Patashu
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Yes vote :)
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Patashu
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You forgot to mention: -What emulator and what version of the emulator -What plugin(s) you are using, especially for video -OS and version
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Patashu
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zwataketa wrote:
Isn't sonic 3's engine slightly different? Maybe that could be abused for some faster speedruns at parts, if one were to do a Sonic 3 TAS? (I know this is Sonic and Knuckles, just stating) After all, do we know if Knuckles' boss was added for Marble Garden?
Sonic 3 & Knuckles changed some Sonic 3 levels and physics (Some glitches only work on Sonic 3 alone, not in S3&K), but I think the reverse is not true (an S&K level or physics being changed by playing it in S3&K instead)
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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I wonder if Tyrian is inspired by or related to this game... It seems quite similar in a number of ways Link to video
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Patashu
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As long as they're aware of all current strats, I eagerly await what comes out!
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Patashu
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So, this game just got OoT style wrong warps ^^ (Literally OoT style, each different message box gives a different wrong warp, so there's a crazy interconnectedness of what rooms can bring you where) Reposting stuff from the SDA topic: https://forum.speeddemosarchive.com/post/bunny_must_die_chelsea_and_the_7_devils_30.html#bunny_must_die_chelsea_and_the_7_devils_30
https://www.mediafire.com/view/zbrgv7mr87oi9nq/Bunny_Must_Die_WW.xlsx The glitch that was found was where you select "return to title" a frame before a text box appears. The text boxes can be anything from boss encounters, item acquisitions, signs you read or even the text that appears when you first get a weapon (very relevant). If you do that, you don't end up returning to the title, but you change the value of the starting position of that room to something else. If you then die and use a bunny doll you will wrong warp to another location in the game. Each different text box wrong warps you to a different location. Some warps will put you into a wall and subsequently give you a game over, some will put you in a good position, and some will put you in a good position depending on the tile you initiated the glitch (being an extra tile up, to the left etc. will let you not die in the room you warp to). The excel sheet posted above shows all of the current known wrong warps. It's fairly exhaustive from what I can tell. The most useful wrong warp is funnily enough the sword acquisition text box. The most relevant position to do it in is the first sword you get in a glitchless run, but you have to get it before the sword falls or you'll get stuck after the warp. This warp puts you into the right side of the room of the back door to the final area. As long as you have the cutscenes triggered (first the purple area then the first boss area) you can fight Chelsea (who is the final boss for those of you who haven't played the game).
Link to video
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Patashu
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4:58 in the nico encode: How does Luigi do a midair jump?
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Patashu
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Is there any way for the subtitles to be added into the youtube encode?
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Patashu
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You should team up with mkdasher and route/TAS fire red elite four round 2 if you want to do a big pokems run :)
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Patashu
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jlun2 wrote:
Patashu wrote:
Devil's Advocate: The J version of SM64 is harder than the E version because it fixes BLJ (and I think some other things). If a well done run came along of SM64 120 star on the J version, would it obsolete the currently existing run because it is a 'harder difficulty'? Or are 'harder difficulty by design' and 'harder difficulty due to less glitchiness' different?
http://www.youtube.com/watch?v=kHop9Ao3qMQ Er......what?
You're right, I'm thinking of the J version that's in VC (the one that added rumble pak functionality). Sorry for the oversight.
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Patashu
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Devil's Advocate: The J version of SM64 is harder than the E version because it fixes BLJ (and I think some other things). If a well done run came along of SM64 120 star on the J version, would it obsolete the currently existing run because it is a 'harder difficulty'? Or are 'harder difficulty by design' and 'harder difficulty due to less glitchiness' different?
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Patashu
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zeromus wrote:
You should be doing this with lua.
Are there hooks for what he needs in LUA? (It needs to be hardware accelerated 3D drawing after all)
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Patashu
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RachelB wrote:
Shouldn't this be very easy to do with a bot?
I think the reason why a bot wasn't used for it the last TAS is due to Mupen being awful.
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Patashu
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Is falling into a pit in a Zelda game and getting put back on ground dying?
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Patashu
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If there's nothing stopping you from finishing besides the cutscene then go with whatever you have so far. I mean, frames gained/lost during that cutscene are basically arbitrary and could be due to emulator inaccuracies/etc and certainly won't be perceivable by viewers :)
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Patashu
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thatguy: The entertainment from doing all gold symbols in the battle frontier is the extreme difficulty of it. It can take 100s of hours for a casual player to finish the battle frontier, main reason being that if you lose then you have to start progress towards that gold symbol over. Even werster who is really pokemon experienced plugged about 20 hours into that one speedrun and I think only got one gold symbol in that time.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu