Posts for Scepheo


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Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
Masterjun wrote:
2 frames were saved by using the V-key for advancing textboxes which for some reason is faster than other keys
Lolwut
Masterjun wrote:
1 frame was saved by optimizing the part where you turn around after touching the teleporter (I told you the physics of this game are complicated :D)
Dammit! I promise I tried, though.
Masterjun wrote:
6 frames were saved by continuing the game faster after exiting at the terminal
I thought it'd be possible to save some frames there - I just couldn't get it to sync. Anyway, nice improvement. Together that's more frames saved than I expected to be possible. Although sub 45 would be nice...
Experienced Forum User, Published Author, Player (144)
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SeanSullivan86 wrote:
Seems that bizhawk has a lua hook event.onmemoryexecute , but it requires you the specify the address. I suppose calling it for every address probably wouldn't perform very well...
Apart from the fact that it isn't implemented for the N64 core, that is. I know, I've tried to use it to figure out how the item tables are accessed.
Experienced Forum User, Published Author, Player (144)
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thatguy wrote:
BoboTheKing: showing that maths is relevant in the real world. I've never studied topology but I believe that the transformation cannot be made for the following reason: a jumper without a twist has two sides, an inside and an outside, and you cannot run your finger from one to the other without tracing over an edge (ie a neckhokle or similar). But as soon as you put the twist in you can trace your finger along the twist from the inside of the jumper to the outside, so it's now one-sided object. You can't change the number of sides a surface has just by deformation.
That's only true for a half twist (a Mobius ring), for a full twist (which I think BoboTheKing is describing) the object still has two sides. You still can't remove the twist just by deformation in three dimensions, though.
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
205 (according to Wikipedia) more games to TAS! Not that I know any.
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
Language: lua

string.format("%g", Speed)
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
Spoiler: Is that the pacman or the tv one? Edit: Because I wanted to quote but then didn't and don't actually read posts before posting them?
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
Weatherton wrote:
Interesting. I hadn't seen those other memory commands, thank you for bringing those to my attention. I think this one should be memory.readfloat . I am not near my emulator to try though.
readdword (double word) would probably translate to read_s32_le or read_u32_le.
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
Derakon wrote:
Maybe I'm misremembering, then. I admit to not having experimented much with the teleporter. Pretty sure I've seen it used to teleport downwards in the remake, but that doesn't really say anything about Classic.
Can't, not in the remake either. That key combination (down + use) just drops the teleporter. EDIT: Watched the movie, holy cow that was awesome. I'm wondering how fast this can get. Meddling with the initial system time in Hourglass could help with getting better levels, as it seems the gambling is far too time-consuming and I think you could do with a lot less bombs. I guess stealing from a shop would be fastest, as you're insanely fast (won't get shot) and the jetpack doesn't really seem necessary (doesn't make you fall faster).
Experienced Forum User, Published Author, Player (144)
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Try using XP in a virtual machine; the OSes after that fuck up (from Hourglass' perspective, at least. It's probably considered a feature by the rest of the world) critical section threading, causing savestates to become corrupted (due to the game thread being allowed to continue).
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
ALAKTORN wrote:
how do you know it’s signed?
I don't, I was just telling you were he got the number: it's the maximum value of a signed integer (32 bit, 1 for sign, so 2^31 - 1).
Zanoab wrote:
Wouldn't it be $21,474,836.47?
Probably. If it was a float you'd eventually run into rounding errors, and I'm not sure how the cpu would handle that.
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
atro city wrote:
Spikestuff wrote:
atro city wrote:
Will there eventually be a video where the music is fixed? If so, I'll wait to watch that.
(._.) Now listen here. You get the video there shouldn't care much on the audio and that is that. Privileged little sh-- to quote myself.
Spikestuff wrote:
Shame the music doesn't give it justice... little emulator issue.
In other words ... DEAL WITH IT.
Are you fucking kidding me? I make just one post in almost a year, asking a reasonable question, and of course I get railed on it. Fuck this forum.
Please ignore Spikestuff, he's a foul-mouthed turd who, in my opinion, has gathered enough uncalled for insulting posts to warrant at least a temporary ban.
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
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ALAKTORN wrote:
jlun2 wrote:
$2,147,483,647, or what?
why’d you halve it?
Signed int.
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
Or you could just have very sweaty hands and have the salty water conduct your L+R signal for you.
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
synnchan wrote:
mmm... I'm not sure if I understand how this kind of TAS is done. Maybe I'm just stupid. Can you explain it in other words? I'd like to learn this method since there are a couple games I'd like to TAS that aren't TASable yet.
TASing, in principle, comes down to creating an input file for an emulator that, when played back, completes the game quickly (or is entertaining in some other way). The problem with this comes with emulators that aren't sync-stable: a recorded input file is not guaranteed to give the same result when played back. If it even is possible to record an input file. A "solution" to this is the aforementioned encode-only TAS: you play the game using savestates (the tool-assisted part of the process) and record everything you do. The moment you load a state, the recording of everything you did after that is tossed and you "continue" where you saved the state. In the end, you end up with an encode of your resulting playthrough, but there is no (useful) input file that can be used to verify the integrity of your TAS.
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
So I decided to TAS this SNES game. There's only a European version, so I'm using that. Ugly encode of the first level: Link to video (Download .bkm) Some notes about this game/wip: - I skip all text in the game, so I leave the language as French (which is faster than selecting English). - I select the hardest difficulty: the lower difficulties skip levels. - Jumping is slow. - Jumping against walls doesn't make you lose any speed, so optimizing corners is fairly easy, it's just subpixel placement.
Experienced Forum User, Published Author, Player (144)
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Posts: 686
Weatherton wrote:
My goal is this year.
Awesome, looking forward to it. Plan on keeping us updated?
Experienced Forum User, Published Author, Player (144)
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feos wrote:
It will be. "Oh man, I wanted to see the LEGIT speedrun strats, not this skip-all bullshit"
Pretty sure this is only thought by people new to TASing, and it's their response to every run.
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
Heh, that's the most accurate usage of the term "WIP" I've ever seen.
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
sack_bot wrote:
Although, the current president is reaching the final screen ...
Obama plays Rockman? Sweet.
Experienced Forum User, Published Author, Player (144)
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I'd just like to add my voice to the "this counts as beating the game" camp. I feel that defeating the Robot Masters is merely incidental to your progress through the game, like collecting items in Metroid. If there's a way to skip them, go right ahead. I think that if a run was made that used some other non-ACE glitch to get to Wily while defeating only, say, 3 of the Robot Masters, this would hardly be considered an issue. EDIT: I forgot to say that I loved the run.
Experienced Forum User, Published Author, Player (144)
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Posts: 686
Masterjun wrote:
Personally I think I'd prefer a "100%, no Esc" run or something, because there are a lot of routes that are possible.
I'm still rooting for a 100% with Esc run, as a 100% no Esc run would feel very similar to the 100% no death run. Storage would only be used to skip the intro (maybe, might not even be faster as you need to go to Space Station 1 anyway) and the first 2 intermissions. Apart from that it'd allow a few neat clips (Tower to Warp Zone trinket) that you otherwise never see.
Experienced Forum User, Published Author, Player (144)
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jlun2 wrote:
Meh vote. You didn't fall upside down at the end. :/
Part of the improvement causes me to lose control over Viridian at the end. Where in the previous run Masterjun could use moving around for entertainment and prevention of falling down, I could not. I had to carefully manipulate the teleport sequence (which uses the game state) to prevent falling down, which costs me about 8 frames and leaves no room for entertainment. On an interesting note, I did eventually manage to trigger the end sequence while being catapulted out the left of the screen, but this was somewhere between 10-20 frames slower.
Experienced Forum User, Published Author, Player (144)
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hero of the day wrote:
Wow this is really getting sad now. If you people are too blind to see the difference between the xray run and a legit nonglitched run, I worry about the future of our world.
Nobody's blind. We see the difference. We also think that the old IGT run sucks*, and as the new one technically beats it, this is a good time to get rid of it. * is not entertaining enough to be kept in the moon tier
Experienced Forum User, Published Author, Player (144)
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Posts: 686
feos wrote:
You must be kidding me.
Not at all.
feos wrote:
Community is all the people who voted for publishing the current ingame time run. Go count the votes.
At the time, this run did not exist.
feos wrote:
Community is all the people who didn't even think the latest submission should obsolete the in-game run. Community is all the people who didn't even think of the X-Ray run obsoleting the in-game one.
They were never asked. Well, they are asked, in this thread. Where the majority is pro obsoletion. I'm not saying that means the obsoletion should happen, I'm just saying you might want to reconsider basing your community-opinion on the unrelated votes of a 3 year old run. Make a poll or something.
feos wrote:
Also, didn't you completely miscount those who want the in-game run to be not obsoleted?
Not on purpose, who did I miss?
Experienced Forum User, Published Author, Player (144)
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feos wrote:
Can you explain why do you completely ignore the main reason it was published - community support (which is why we publish new branches)?
As far as I understand this thread: People against obsoletion: - feos People pro obsoletion: - Nach - Fog (- me) As it stands, the community is for obsoletion. If anybody's ignoring community support, it's you.
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