Posts for SXL


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SXL
Experienced Forum User
Joined: 2/7/2005
Posts: 571
it indeed looks like an interesting programming challenge. too bad the link seems down, the "no-ip" address makes me believe it runs on a private webserver, on a dynamic ip. if it's the case, it would be nice to be able to access to it on a static website, such as a subpage of the Sonic tricks.
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
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Joined: 2/7/2005
Posts: 571
Nach is the author of the Nintendulator NES emulator. its main objective is to emulate as close to reality as possible (even the artifacts that help anti-cheaters distinguish emulated runs from legit runs), not recording movies. the main rerecording VBA emulator is nitsuja (our hero !!). where did you here that Nach works on VBA ?
I never sleep, 'cause sleep is the cousin of death - NAS
Post subject: Re: Learning Languages
SXL
Experienced Forum User
Joined: 2/7/2005
Posts: 571
Maximus wrote:
Quand je dis le français, Québecois est que je signifie ;)
for those that don't understand french : this sentence has no meaning whatsoever. I guess the author translated "mean" literally into "signifie", whereas it should rather be in the context "want to say" ("vouloir dire"). "signifier" is for the object (what the object means), not "I". my (suggested) correction should be : "Quand je dis 'le français', 'le québécois' est ce que je veux dire" (since the original thought now has a meaning : "when I say 'the french language', 'the québécois language' is what I mean", which cannot be directly translated). if you got lost : c'est normal. reload a savestate and replay the movie frame by frame :D
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
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Joined: 2/7/2005
Posts: 571
actually, the (2 years old !) first version already had it, and for some reason (Quietust's Sonic 2 or JXQ's Sonic 1 I guess) the second version lost it, so it's quite normal it gains it again ;)
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
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Joined: 2/7/2005
Posts: 571
just like ps2, but you can still find very advanced emulators for both. dreamcast shouldn't be as complicated as those to emulate, yet the only working project died 2 years ago (chankast). maybe a lack of interest ? lack of good games ? the more popular a gaming system is, the more chances you have it will be emulated some day. let's face it, piracy is sometimes a great help for the emulation scene (and sometimes its killer...)
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
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Joined: 2/7/2005
Posts: 571
I did NOT create that topic, it has been created by an admin (probably Bisqwit ?) from the "ASM" topic. my post was an anwser to a post from pirate_sephiroth where he posted a link to some site, but between the "code" tags. I had to manually copy-paste it. I was surprised too, JXQ, and I hope you don't think that I have anything against pirate_sephiroth, I love you guys :) // edited : changed the first post accordingly.
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
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Joined: 2/7/2005
Posts: 571
some of those ideas are not new, I saw them before. graphic examples of dream tools already posted previously : savestate tree (dopesheet ?) live button/savestate editor
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
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Joined: 2/7/2005
Posts: 571
thanks for the explanation upthorn, and I think I can guess how the multritack tool work now (print/edit of commands are separated for each player, but the movie file only hold one line ; or 2 separated files merged at the end). it should help a lot against the frequent headaches multiplayer tas must give.
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
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Joined: 2/7/2005
Posts: 571
the original link he posted seemed to be an illegal site (well I guess because the link never worked for me), so I guess he wants his post to be non-retrievable from whomever his "paranoia" makes him scared of. (please note I'm not judging, rather joking.) besides, his nickname is pirate_sephiroth :)
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
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Joined: 2/7/2005
Posts: 571
it's already incredible to beat one of the most famous tas ever, the favorite of many people ; it also beats it by a large amount of time, making it more interesting, etc. so I'd rather ask a question that has not been asked yet : what are exactly the tools you used ? especially the multitrack one ? how did you invent them ? it seems that in the future, only skilled developers will be able to beat runs, creating more and more incredible assisting tools.
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
Experienced Forum User
Joined: 2/7/2005
Posts: 571
Zurreco wrote:
SXL wrote:
too glitchful that it breaks the game, etc.) ?
All but the last one are good. You would have to define what 'breaks' a game, and that debate would never end.
when it ignores almost every important or semi-important goals, so that casual players, even used to watch tas and that know the game, can follow neither the plot nor what's going on. such runs that, when you watch them, you start to think it's a little frustrating to see it getting so badly glitched, that there's nothing left anymore of the initial game. eg : avoid every encounter, even mandatory ones, skips whole areas that weren't planned to be skipped, etc. ok I admit, it's quite subjective :(
xoinx wrote:
SXL wrote:
too glitchful that it breaks the game?
The 4 min Zelda:LttP run was as glitched as these... if your definition is adopted then it would probably have to be moved as well.
I don't see a problem in that, to me that tas fits more in the concept demo section. imagine you've never watched a tas, let alone a glitchful one. if I tell you I have very shorts movies of Zelda or Castlevania, what would you say after watching those ? "oh that's just that... yeah it finishes the game but..."
Sir VG wrote:
And I don't agree with this being a "concept demo" as this is a run of a secondary character, which classifies as a normal game run.
except it just basically teleports from start of the game, to the end ? is it really a "normal" game run ?
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
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Joined: 2/7/2005
Posts: 571
something that breaks the rules (not legit rom, not speed at first goal, does not reach the end properly, too glitchful that it breaks the game, etc.) ?
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
Experienced Forum User
Joined: 2/7/2005
Posts: 571
impressive runs list Monty, glad to see your site is still alive and very active. lots of good games. though, are you re-doing the detailed list there was previously on your site ? length, description of the game, a screenshot ; it's quite hard to know what the games are without those informations. did you cancel your old site ? anyway, glad to see there are good, complementary sites of TASvideos. keep up the good work dude !
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
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Joined: 2/7/2005
Posts: 571
that's what savestates are for ? just use them with read only checked, as you would anyway since you're just watching.
I never sleep, 'cause sleep is the cousin of death - NAS
Post subject: pirate_sephiroth and referrer boycotts
SXL
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Joined: 2/7/2005
Posts: 571
// edited : this topic was created by an admin from the ASM for idiots... topic.
pirate_sephiroth wrote:
This is an excelent place for books: (or should I say "source of e-books"?)
http://www.itebookhome.com/
please don't use the "code" tag to post urls. you can post the link directly, or use the "url" tag, to render the link clickable, which "code" prevents you from. also, even with copy-pasting the link, it does not seem to work. more "unreachable" than 404'd.
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
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Joined: 2/7/2005
Posts: 571
very interesting, even though the time I spent watching the previous (avi) versions taught me already most of it, it might not be intuitive for everybody. great work Bisqwit, I can hardly imagine how much time you spent on this. just one thing : it's "fell", not "falled"... just kidding, kudos ninja sensei !
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
Experienced Forum User
Joined: 2/7/2005
Posts: 571
I have no doubt that it's an interesting programming experience to generate optimal solutions, but it's not the first time a picross is chosen as for a tas project, and everyone agreed that the results are boring, hence not publishable. I say that because I had an even more complicated idea than you : write a program that would actually solve every level like a human, by deduction. but it would require a "read info from screen" feature, and results wouldn't be optimized so they could be beaten by any tas such as yours, so I gave up.
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
Experienced Forum User
Joined: 2/7/2005
Posts: 571
it would be already very good if all emulators had bullet-proof rerecording, and were (relatively) bug free. another (not new, cf an old post from Highness) feature request : a live movie editor, to allow you to record inputs at whatever frame you want, without having to manually switch with dozens of savestates, and risking of losing parts of your movie (the emulator recreating the savestates on the fly)... dopesheet isn't new either, I remember someone posting a screenshot of it too, it just seems so complicated to program since emulators have usually rerecording functions (that would need to be heavily edited) scattered over several, often obcure source files. but yeah, it seems a pretty interesting idea.
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
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Joined: 2/7/2005
Posts: 571
SWIV = Silk Worm IV... so they're all the same series.
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
Experienced Forum User
Joined: 2/7/2005
Posts: 571
well, every emulator coder started one day, so why don't you try it ? ;) a good idea would be to extend the emulators pages on this very site, to document the way (you have found) those emulators are coded, so that even if you don't make it, someone will hopefully finish it one day. but if you're courageous and dedicated enough to start looking into it, that'd still be a great step for the community, and a giant leap for the program :)
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
Experienced Forum User
Joined: 2/7/2005
Posts: 571
pretty interesting idea yeah, proposed by Highness a while ago I believe. it'd be even better if one could "move" savestates the same way, ie. create a savestate at the desired frame by a click in a row. but it would be much more work than it seems, since some emulators still don't have frame perfect rerecording features. bugs like : "I held A here but the emulator recorded it at the next frame". yet, it's still nice to see some dedicated coders out there :)
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
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Joined: 2/7/2005
Posts: 571
optimised code, stuff like byteshifts (<<) and mixed table accesses with incrementation ( a = b[c++] ), etc., isn't a very readable thing, thus preventing cooperative work...
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
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Joined: 2/7/2005
Posts: 571
it creates a short pause, to mark the difference between the two parts of the sentence ; the connexity is stronger with the comma. it may be useful to add style, or even suspense, in a text ; it may present a conclusion to a story within the sentence. (my style rulez !)
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
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Joined: 2/7/2005
Posts: 571
violets are blue ; however, all my bases are belong to you. cheers.
I never sleep, 'cause sleep is the cousin of death - NAS
SXL
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Joined: 2/7/2005
Posts: 571
glad to hear from you again, this is an great project for a very good game, and after what I've seen from the first game, this one should make a very good TAS.
I never sleep, 'cause sleep is the cousin of death - NAS
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