Posts for Randomno

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Editor, Experienced Forum User, Published Author, Active player (460)
Joined: 2/11/2018
Posts: 240
Add and choose the ExportedProject folder.
Editor, Experienced Forum User, Published Author, Active player (460)
Joined: 2/11/2018
Posts: 240
Syncs on 1.4.6
Editor, Experienced Forum User, Published Author, Active player (460)
Joined: 2/11/2018
Posts: 240
GJTASer2018 wrote:
You might recognize this game as essentially a fancy 3-D JezzBall clone. (The original release of JezzBall unfortunately doesn't run under DOS so can't be TASed through the usual method of libTAS + PCem - did anyone ever try it through Hourglass "back in the day", perchance?)
? This very submission is showcasing Windows NT with PCem
Editor, Experienced Forum User, Published Author, Active player (460)
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Link to video AIRXONIX.ISO - this is the Kellogg's Frosties release, equivalent to this dump. md5 checksums after verification movie: Hard drive image: 4f52a8ca4a9f19bfc9f9c36a694042a8 nvr: 52a74ff0b68996140e7bb5f09ce9e6a8
Editor, Experienced Forum User, Published Author, Active player (460)
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Easiest difficulty when it's not the fastest difficulty seems unusual, has that been accepted before at all?
Editor, Experienced Forum User, Published Author, Active player (460)
Joined: 2/11/2018
Posts: 240
Editor, Experienced Forum User, Published Author, Active player (460)
Joined: 2/11/2018
Posts: 240
Link to video Not sure if the Google Drive upload was changed but it does seem to be a verification movie. Reuploaded here. Verification movie produces SHA1 C99DF8487D92C4FF03FD17CF4ACAD774D2B77372 which is different to the submission's SaveRAM. Verification movie is also on a different ROM. Submission uses a bad ROM. However, it seems to sync with the correct SaveRAM and good ROM.
Editor, Experienced Forum User, Published Author, Active player (460)
Joined: 2/11/2018
Posts: 240
You submitted this in FCEUX's binary format, rather than the normal text format. The parser only supports the text version at the moment. How did you end up with this file? Did you rename a .fm3?
Editor, Experienced Forum User, Published Author, Active player (460)
Joined: 2/11/2018
Posts: 240
The FPS limiter on the XP version is controlled an 8ms Sleep call: https://github.com/k4zmu2a/SpaceCadetPinball/blob/Release_1.0/SpaceCadetPinball/winmain.cpp#L274 Checked with Ghidra that the same code is in the XP executable. I think a TAS of the 3D Pinball version of the decomp should use v2.0.1 or earlier, since v2.1 changed the collision system to Full Tilt version. There's a typo in 2.0.1 with "Commendation" though.
Editor, Experienced Forum User, Published Author, Active player (460)
Joined: 2/11/2018
Posts: 240
Experimenting with the "hidden test" debug mode. Pressing Y afterwards displays the FPS in the title bar. Windows 95 version runs at about 15,000 FPS. Windows NT version about 7,500 FPS. Windows XP version, 120 FPS. This was when Raymond Chen put the limiter in, clearly. The decomp version has options for both "updates per second" and "frames per second" and the choice to uncap updates per second. For me it maxes out around 350 FPS/UPS on lowest resolution though. In practice there's not much to do with this info, but it's helpful to note the different versions can behave quite differently. Hidden test also works in Full Tilt, but you need to use Tab instead of Space.
Editor, Experienced Forum User, Published Author, Active player (460)
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Link to video Needs redoing and fixing audio but this is a decent improvement. I don't actually know if multiball is faster. Also, there's a glitch on 3DPB version that progresses the launch mission multiple times at once. Link to video I partially replicated this in PCem but I don't know why it happens, and I'm unsure if it's possible in the decomp version, or why it doesn't work in the original Full Tilt version.
Editor, Experienced Forum User, Published Author, Active player (460)
Joined: 2/11/2018
Posts: 240
-1f on the last jump. The original rerecord count was 3867.
Editor, Experienced Forum User, Published Author, Active player (460)
Joined: 2/11/2018
Posts: 240
Re bootleg: More of a personal thing. I've read it in the movie rules before and felt like it doesn't really clarify anything. Unlike every other type in the unofficial games list (e.g. homebrew, ROM hack), it doesn't have a dedicated Wikipedia article. But I looked more into it and can't see any obvious term that would be more widely understood. The BootlegGames Wiki explains the nuances quite well. Re the rules: As I understand, we give preference to official games and official versions. This isn't explicitly stated in the current movie rules from what I saw, but seems to be implied just by the fact they have their own mention and condition:
We allow unofficial games, such as bootlegs, prototypes and ROM hacks. However, these games are judged a bit stricter than their official counterparts
In the legacy rules this was more explicit (the sentence is about bootlegs but the clause isn't necessarily).
Legacy Rules wrote:
Bootlegs are not accepted if they are direct clones of licensed games on the same platform: we prefer official versions.
Whether or not the game was authorized by the copyright holder shouldn't have any bearing: they're all under the umbrella of "unofficial game". I don't why see bootlegs are any different to other unofficial games.
Editor, Experienced Forum User, Published Author, Active player (460)
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Bigbass wrote:
Since the game does have some small changes, it's arguable that Nintendo's license no longer applies, but Nintendo hasn't licensed the numerous homebrew games that we've accepted TASes for. Plus, to my knowledge there are no site rules against accepting games that were not licensed by the manufacturer of the console/system. So that aspect shouldn't matter.
Of course we accept homebrews and unlicensed games in general, that was never in question. And based on all the evidence, it would seem wrong to call this a bootleg (I hate that term anyway). As I said before I would prefer this rule apply to any unofficial or unlicensed game if anything.
Not the movie rules wrote:
Unlicensed games must not be direct clones of a licensed game on the same console. Unlicensed ports with unique gameplay, such as demakes, are allowed.
But it doesn't.
Editor, Experienced Forum User, Published Author, Active player (460)
Joined: 2/11/2018
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I meant to link to the unofficial games section. I'm asking if this game falls into any of those types. This is still an unlicensed game as far as the console manufacturer is concerned. And it's exactly the same as a licensed game save for the title.
Editor, Experienced Forum User, Published Author, Active player (460)
Joined: 2/11/2018
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Does the game fall in any of the existing categories? I'd prefer the rule apply to any unlicensed clones.
Editor, Experienced Forum User, Published Author, Active player (460)
Joined: 2/11/2018
Posts: 240
Movie rules wrote:
Bootleg games must not be direct clones of a licensed game on the same console. Unlicensed ports with unique gameplay, such as demakes, are allowed.
Does this apply?
Editor, Experienced Forum User, Published Author, Active player (460)
Joined: 2/11/2018
Posts: 240
Compared to the other TAS: Level 8: Loses 1 move, but this is from initiating a move right before the split blocks rejoin, doesn't seem to make any difference. Level 22: Loses 4 moves on the left half. Level 24: Gains 1 move towards the end. The other TAS does the 2 moves simultaneously though, so I don't know which is faster.
Editor, Experienced Forum User, Published Author, Active player (460)
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See my edit. A more precise question would be is this version of the game acceptable now.
Editor, Experienced Forum User, Published Author, Active player (460)
Joined: 2/11/2018
Posts: 240
Is this acceptable now? Edit: Tbh I didn't even check the other submissions of this game, but it's still an interesting case that seems like it would be acceptable nowadays
Editor, Experienced Forum User, Published Author, Active player (460)
Joined: 2/11/2018
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distanceRan is a double. It's divided by 40 to give the score shown on screen. I haven't actually done the maths on when this would reach max value of 1.79*10^308, the 17 million years comes from here. I had already checked that the counter doesn't stop at 99999, but I looked more closely.
Language: js

distance = this.getActualDistance(distance); // Score has gone beyond the initial digit count. if (distance > this.maxScore && this.maxScoreUnits == this.config.MAX_DISTANCE_UNITS) { this.maxScoreUnits++; this.maxScore = parseInt(this.maxScore + '9', 10); } else { this.distance = 0; }
MAX_DISTANCE_UNITS is always 5 (the number of digits in the distance meter). So this runs once when you reach 99999, but after that maxScoreUnits is 6, so it never runs again. I don't know why they did this, possibly because at 7+ digits it gets cut off the screen, because the X position of the distance meter isn't recalculated. Therefore once you pass 999999, the score only displays the last 6 digits. I looked at the code history and this behaviour was added in Feb 2015. Before then, passing 99999 just reset the score to 0. In the current version, once your distance passes 4*10^22, JS starts representing the score in scientific notation, which breaks the display somewhat. Once you reach the max of 1.79*10^308 JS represents it as "Infinity" which fully breaks the score display (it's just blank). All this being said, reaching 999999 takes a bit under 12 hours. It would be quite impressive to bot this with RAM values, considering how many layers you have to go through. And the severe lag probably makes it infeasible through recognising shapes on the screen.
Editor, Experienced Forum User, Published Author, Active player (460)
Joined: 2/11/2018
Posts: 240
Yes, it reaches the max speed of 13
Editor, Experienced Forum User, Published Author, Active player (460)
Joined: 2/11/2018
Posts: 240
The max score in this version takes about 17 million years
Editor, Experienced Forum User, Published Author, Active player (460)
Joined: 2/11/2018
Posts: 240
This game has no submissions but many existing TASs, such as this Platinum medal run by taityo: Link to video Recently there has been an effort to find a perfect break in Billiards. Through a significant amount of reverse engineering and brute force this was found on Jun 1st: Link to video It should be noted that real-time medal speedruns accumulate high scores in the minigames beforehand. This means when you earn each medal during the run, you skip the high score animation and save a few seconds each time. Setting this up for a TAS could be quite time-consuming, particularly with Billiards and Charge.
Editor, Experienced Forum User, Published Author, Active player (460)
Joined: 2/11/2018
Posts: 240
Been curious about this game for a while, despite not playing it. I'm making this thread now since there's finally a "non-joke" speedrun which retires as Governor. All runs before this and the existing submission retire immediately (though, that submission would be acceptable nowadays). There's a massive gamefaqs guide for the game. The highest rank you can retire at is King's Advisor (95-100 pts). I have no idea what the route would look like.
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