Posts for Scepheo


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Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
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I've only ever done the open ladder, so I don't have any max speed vehicles. I use two for snaking and one for flying: Snaking Highway Gantlet-V2 - Body: Dread Hammer - Cockpit: Sonic Soldier - Booster: Thunderbolt -V2 Highway Condor-V2 - Body: Brave Eagle - Cockpit: Sonic Soldier - Booster: Thunderbolt -V2 Flying Combat Dragon - Body: Speedy Dragon - Cockpit: Combat Cannon - Booster: Sunrise 140 Aside from these custom vehicles I also use Fat Shark a lot. These may not be the best per se, but they're definitely competitive enough. You can refer to Mr. Blarney excellent Custom Machine Guide on GameFAQs for how to unlock the parts for these. Basically, just beat some cups on expert (we want to anyway, for master difficulty) and some story missions on hard (we want to anyway, for very hard difficulty).
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
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True wrote:
Are you telling me Nintendo still makes MMC1 and MMC3 mapper chips?
Scepheo wrote:
I know far from enough about electronics to do this myself
Admittedly, that was worded a bit poorly.
Experienced Forum User, Published Author, Player (144)
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I'm willing to help with this, and it shouldn't be too hard, I think. Do we want to unlock absolutely everything? More importantly, I think some discussion is needed as to the version, there are some parts that are JAP exclusive and unfortunately these are some of the best parts. Most people unlock them using AR as the parts do exist in the other versions, but I don't think we're allowed to do that. This obviously doesn't matter if we're only doing the story, but if we're unlocking everything else as well, we probably want these too.
Experienced Forum User, Published Author, Player (144)
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True wrote:
Patashu wrote:
Is there no such thing as a 'reprogrammable NES cart' that you can put any NES ROM on?
They don't use original mappers, and can't be expected to work like an original cart. Some have menus or init routines that interfere with power-on compatibility.
Somebody should fix that. Granted, I know far from enough about electronics to do this myself, but it sounds easy enough to make.
Experienced Forum User, Published Author, Player (144)
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Let me start by saying that I have no technical knowledge of these runs whatsoever and as such, am probably wrong. Having said that, wouldn't the label be perfectly applicable if we consider "memory corruption" to mean the manipulation of the instruction pointer? I do believe all three runs do precisely that, whereas the longer runs do not. Once again, I'm fairly sure I am completely wrong.
Experienced Forum User, Published Author, Player (144)
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hegyak wrote:
Very Hard does change the missions around. Shorter time limits (Mission 5), harder/different placement (Mission 1), Harder AI (Several).
Well yes, but we beat the time limit anyway, mission 1 is still three laps and the harder AI doesn't really have any effect either as we're far ahead of them anyway. The only difference would be the increased number of laps in some missions. Having to buy the missions could be somewhat more of an issue though, yes. I'm not sure wether they earn you enough money to buy the next one, but I don't think so. So yes, that would warrant a ng+ run and if you're doing that then you should do very hard. But someone would have to make a run that unlock everything (everything? or just the story chapters on very hard?) which isn't too hard, but still annoying. Also, beating staff ghosts does indeed give you the 25 credits it costs to buy them.
Experienced Forum User, Published Author, Player (144)
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I don't think there are enough differences between normal difficulty and very hard to warrant the effort of doing a new game+ run (required for very hard). I'd suggest doing a run on normal, so you can start from a clean save. On another note: I should really pick up TASing this game again. I never got the hang of TAS-snaking.
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Considering the target audience is people looking for technical achievements, and they, almost by definition, find technical achievements entertaining, TASes that would qualify for this tier are also entertaining enough to be published as either a moon or star. No need for new ill-defined categories.
Experienced Forum User, Published Author, Player (144)
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And console verified within ten minutes of submission. Awesome stuff.
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
KennyMan666 wrote:
Since the important part really is the discussion, perhaps it would be a good thing if you couldn't vote in a poll on the Workbench unless you've made a post in the thread - but I'm not sure if that's even doable. Or a good idea.
Nah - if someone's posted in the thread their opinion is usually perfectly clear. If we were to require this before voting, we wouldn't really need voting anymore.
Experienced Forum User, Published Author, Player (144)
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I met Carice van Houten: a Dutch actress, probably most well known for her role in Game of Thrones (Melisandre). All other people famous to me don't even have their own English wikipedia page, so I'm not going to bother listing them. Suffice to say most are magicians.
Post subject: Re: Input minimization bot (alpha version 0.3)
Experienced Forum User, Published Author, Player (144)
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BadPotato wrote:
If you compare the whole RAM, that shouldn't be that long if you directly grab the state of the savestate instead of using memory.readbyte for each addresses.
Yes, but this detect almost every change in input as a desync, as almost always the input state is kept in the RAM.
Experienced Forum User, Published Author, Player (144)
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Lord Tom wrote:
Derakon wrote:
In particular it's interesting how every single tap by the player's machine, no matter how slight, seems to provoke the other machine to explode. It is possible to one-hit-kill other machines in this game, but in unassisted play you won't ever do it so casually. I'd be curious to hear more about exactly what the mechanics are for "combat".
Based on my observations, I'd speculate that when 2 ships collide, damage is calculated separately for velocity differences along each axis, with a small bonus/multiplier for vehicle weight and a large multiplier for being in a side-attack/spin-attack. This explains why when I lightly sideswipe the first car it gets destroyed - I'm barely moving towards it left to right, but I'm moving down the track much faster than the other car since I'm using turbo-boost. In amateur real-time play (the only type I can comment on), it's hard to kill cars because the tendency is to pull up next to it, matching velocity in all 3 axes, then try to veer into the other car. This often doesn't result in a kill because the closing speed is minimal accounting for all 3 axes, and a side-attack only lasts 16 frames so there's a good chance the collision happens after it's over. This is all just my speculation/suspicions based on the TASs I've done so far, I haven't done any rigorous testing. Good to see it's getting mainly positive feedback - thanks!
This sounds fairly accurate. I've almost beaten the WR a few times (I managed sub-30 on a somewhat regular base) and the best way to destroy enemy vehicles seemed to be to side attack while boosting past. This is a seriously great movie, your F-Zero X TASing skills are amazing. I hope this gets published, as I feel it's a valid game mode on its own (despite how short it is when TASed).
Experienced Forum User, Published Author, Player (144)
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The Dutch wikipedia article about the zebra puzzle shows a diagram commonly used to solve these sorts of puzzles iteratively and by hand (so no brute forcing necessary). I'm not sure why they're not shown on the English version, they're very common in newspapers here.
Experienced Forum User, Published Author, Player (144)
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All three combinations look fine to me, so I'd think it's a browser issue.
Experienced Forum User, Published Author, Player (144)
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Grincevent wrote:
Flip wrote:
...
Another one in Super Mario World "96-exit".
And yet another one in Turok 3: Shadow of Oblivion.
Experienced Forum User, Published Author, Player (144)
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You might want to look at this: http://www.youtube.com/playlist?list=PL1u_Gpn9ll96JMqkQIgt9WT8WJAVuEQnA He's currenly working on speedruns of this game, and I think he has videos of every known checkpoint glitch.
Experienced Forum User, Published Author, Player (144)
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Allowing 180 degree turns makes the solution fairly simply: If there is an Eulerian path, you simply turn around at the end and traverse it in the other direction. But disallowing that gives graphs where it is impossible: consider a triangle. It's obviously possibly to create a Eulerian path, but unless you turn around (which isn't allowed) all you can do is traverse the graph in the same direction. My gut tells me it's possible as long as there is at least one vertex that has 4 or more edges, but proving it is another thing.
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Warp wrote:
I don't understand. If obtaining the item makes the run longer, how exactly do you get to it being actually shorter? I'm not really seeing how you are understanding "end the input where no further input can make the game end faster."
Getting the item lets you end input around frame 1000, and the game ends at 1500. No further input after frame 1000 would end this any sooner. As such, your criterium is fullfilled. Not getting the item would allow you to start the boss fight earlier, except you'd need more input, so you can only end input at frame 1200 (which is later). However, as you've been inputting the whole boss fight instead of just the start, the game ends at frame 1300, which is faster. Both options fullfill the criterium, but which one do you believe should be used? Disclaimer: frame numbers are nonsense.
Experienced Forum User, Published Author, Player (144)
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And Turtle Cannon never worked. People just fell for it because it's almost how the card works. The same goes for the Wood Sprite / Butterfly Dagger Elma combo. I've been playing Yu-Gi-Oh! since it came it out but it got pretty crappy pretty soon. if you ask me, ever since Black Luster Soldier - Envoy of the Beginning was released things went downhill.
Experienced Forum User, Published Author, Player (144)
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Warp wrote:
Does that work? Or is it ambiguous (ie. more than one point in the square would map to the same point on the unit line)?
I think it might be. Or am I wrong when I say that (0.4999..., 0.9999...) (which maps to 0.4999...) and (0.5, 0.0) (which maps to 0.5) map to the same point?
Experienced Forum User, Published Author, Player (144)
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Masterjun wrote:
How the hell was that relevant to anything I said?
Really?
Masterjun wrote:
However, deprecation can still be a reason for rejection.
turska wrote:
That's not the case.
How is this not clear?
Experienced Forum User, Published Author, Player (144)
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TASeditor wrote:
Some people might have a problem seeing the credits in the tile set mess.
So they watch the other encode. I prefer the non-glitched version too, but adding a link to it in the movie description is more than satisfactory.
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p4wn3r wrote:
It was "Do you think this movie should be published?" before. The question as it currently stands is a joke. I'd find a video from a good stand-up comedian entertaining, not sure how that would help a judge determine if he should publish such video if it was submitted.
Deciding whether to publish is done based on the discussion in the thread, as the arguments made are crucial to that decision. Deciding where to publish (vault, moon or star) is done based on the poll. If you want to voice your opinion on whether or not to publish at all, the poll is simply not for you.
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Warp wrote:
To clarify: Yes, the author of the keypress input file has (AFAIK) copyright on said file, because it's a work fully created by said author (and which isn't even derivative work because the file contains zero content from the game.) However, the video capture of gameplay, even if it's being played by an emulator using said keypress file, is most probably not copyrighted to anybody else than the owners of the original game. The video can be considered derivative work.
Perhaps, but if they really are copying the TASes, the video is also derived from the input file, on which the author holds full copyright. I'm not a lwayer either, but it seems that this would give TASVideos (\ the author) enough grounds to have the video removed.
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