Posts for Scepheo


Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
I can't say I know the game, but "abuse of programming errors" just means using glitches (which many games do not have) and Lua scripts are often only used to display information to reduce the amount of rerecords it takes to do something. My point: If you can catch a Missingno. in Pokemon, you're smart enough to use programming errors, and knowledge of Lua is not required for TASing. Hope that helps.
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
Truly amazing. This is the most glitched up run I've ever seen. Great work. Definite yes vote. EDIT: I vote for the ASH x 64 to be in the screenshot.
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
Still boring I'm afraid. A lot less boring, but still enough to warrant a no vote.
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
As much as the actual chess playing and TASing may have been impressive, I'm going to vote no due to bad game choice. Every piece takes forever to move, which makes the knights (pieces stepping aside) incredibly painful to watch. Wonderful TASing, but bad game.
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
Sorry for the double post, but it's been a while and I re-did the first level, saving 68 frames: http://dehacked.2y.net/microstorage.php/info/1955809745/spirou_01_4813.smv Also, I teamed up with a friend of mine to tackle this game, and we've found a way to skip the balloon-bit I mentioned earlier (by going to the bonus level and dieing) but unfortunately there's another balloon-bit after it. Although we can probably (and hopefully) get around that one too.
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
Brilliant TAS, I've played around with Brain Training for quite a bit and I was already amazed by what the game accepts as correct, but you really pushed it to the limit, very nice work. Ps: A good example of how odd the game works: a single dot (1 frame) is considered a 7, unless the answer should be a 6, then it's a 6.
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
Too bad Manufactoria, when fed a level code, can't return whether the level works or not, otherwise, this whole smallest-level list could be an automated submission process. Ah well. But considering Bisqwit's last post, I'd better get to fixing my list. And I might decide to make a pretty html page for it (with images, of course).
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
Bisqwit: if you actually managed to move the exit, Robotoast! could be solved in 0 parts. Many solutions could be greatly improved upon so if this is the case, would you be so kind to tell us how?
Post subject: Re: More challenges
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
Bisqwit wrote:
New challenges:
http://pleasingfungus.com/?ctm=Rainbow;Accept_if_input_contains_all_four_colors.;rgbgbrbrbgbrbgrg:x|ygbrg:*|ggrrrbyg:*|ybbbrrbyb:x|:x|brgy:*;13;3;0;
This one might be impossible!
It's possible, but I'm quite sure you don't have enough space.
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
When I have time left, I'll add them. See if I can keep track of them. Some would require "author: trivial" or I would claim them =P There's only one non-trivial one that has my name on it, sadly (Politicians!). EDIT: Bummer, seems TheRandomPie_IV had a better one I missed... EDITED EDIT: Mwuhaha! Managed to beat that one. 23 parts now, see list on last page.
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
TAH-DAH! A list! Robotoast! ACCEPT: Move robots from the entrance (top) to the exit (bottom)! Least parts: 3 Robocoffee! If a robot's string starts with blue, accept. Otherwise, reject! Least parts: 3 Robolamp! ACCEPT: if there are three or more blues! Least parts: 8 Robofish! ACCEPT: if a robot contains NO red! Least parts: 4 Robobugs! ACCEPT: if the tape has only alternating colors! Least parts: 11 (TheRandomPie_IV) Robocats! ACCEPT: if the tape ends with two blues! Least parts: 11 Robobears! ACCEPT: Strings that begin and end with the same color! Least parts: 15 (flagitious) RC Cars! OUTPUT: The input, but with the first symbol at the end! Least parts: 7 Robocars! OUTPUT: Replace blue with green, and red with yellow! Least parts: 7 Robostilts! OUTPUT: Put a green at the beginning, and a yellow at the end! Least parts: 9 Milidogs! ACCEPT: With blue as 1 and red as 0, accept odd binary strings! Least parts: 8 Soldiers! OUTPUT: With blue as 1 and red as 0, multiply by 8! Least parts: 7 Officers! OUTPUT: With blue as 1 and red as 0, add 1 to the binary string! Least parts: 18 (flagitious) Generals! OUTPUT: Subtract 1 from the binary string! (Input >= 1) Least parts: 17 (flagitious) Robotanks! OUTPUT: With blue as 1 and red as 0, accept binary string > 15! Least parts: 25 (TheRandomPie_IV) Robospies! OUTPUT: With blue as 1 and red as 0, accept natural powers of 4! Least parts: 8 Androids! ACCEPT: Some number of blue, then the same number of red! Least parts: 12 (nitsuja) Robochildren! ACCEPT: An equal number of blue and red, in any order! Least parts: 17 (nitsuja) Police! OUTPUT: Put a yellow in the middle of the (even-length) string! Least parts: 32 (klmz) Judiciary! ACCEPT: (Even-length) strings that repeat midway through! Least parts: 46 (klmz) Teachers! ACCEPT: X blue, then X red, then X more blue, for any X! Least parts: 19 (flagitious) Politicians! ACCEPT: If there are exactly twice as many blues as red! Least parts: 23 (Scepheo) Academics! OUTPUT: Reverse the input string! Least parts: 25 (Pointless Boy) Engineers! ACCEPT: Perfectly symmetrical strings! Least parts: 21 (nitsuja) Roborockets! OUTPUT: Swap blue for red, and red for blue! Least parts: 7 Roboplanes! OUTPUT: All of the blue, but none of the red! Least parts: 7 Rocket Planes! OUTPUT: The input, but with all blues moved to the front! Least parts: 14 (klmz) Robomecha! OUTPUT: The input, but with the last symbol moved to the front! Least parts: 19 (Pointless Boy) Seraphim ACCEPT: Two identical strings, separated by a green! Least parts: 21 (Gunty) Ophanim ACCEPT: Read the tape as two numbers, A and B, split by a green: accept if A > B! Least parts: 51 (TheRandomPie_IV) Metatron OUTPUT: Read the tape as two numbers, A and B, split by a green: output A + B! Least parts: 84 (Nitrodon)
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
Actually, if you keep one up-to-date file online which contains all levels that have been done so far, people only need do download that one and they can continue recording. If you'd decide on what point to end the next level, that would make comparing the different attempts a lot easier.
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
I'm gonna write a java class Robot.java now, that actually simulates the robots from the game. So they can be created, have a dot-string, you can read from them and stuff. I'm also thinking of making an (abstract) class Solution.java, which you can feed a series of robots (and outcomes) to see if your solution works.
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
I actually think a pure-speed run is a good idea. Making a each-item-only-once run takes so much planning that making a pure-speed run would actually be a great help. I don't know how hex-friendly the game is, but it does seem to be a project that could be done by many people (1 level per week or so, fastest goes in the actual movie).
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
Just wondering, but is this a miss and if so, why?
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
A (completely different) solution for Robot Children, also using 21 parts: ?lvl=18&code=c12:11f3;c12:10f3;c12:9f3;r9:4f2;q10:3f1;p10:4f1;c11:3f2;b11:4f0;y12:3f3;c12:4f3;c12:7f3;c12:8f3;c10:5f1;p12:6f3;i12:5f1;p13:6f6;r13:7f1;c13:5f0;c11:5f0;p11:6f4;b11:7f1; And indeed nitsuja, my solution for Androids doesn't work... Bummer. Ah well. Brute force solution for Robot Tanks using only 14 parts: ?lvl=15&code=p12:3f2;c11:4f3;c11:5f3;p12:4f7;p13:4f6;c13:6f0;c13:5f3;c12:6f3;c12:7f3;c12:8f3;c12:9f3;c12:10f3;c12:11f3;c11:6f2; EDIT: Thanks Patashu, Robospies in 8: ?lvl=16&code=c12:7f3;c12:10f3;c12:8f3;c12:9f3;p11:6f3;p12:5f2;p12:6f7;c12:4f3; EDIT: Thanks again, Milidogs in 8: ?lvl=11&code=c12:5f3;p12:7f3;c11:7f2;c13:7f1;c13:6f0;c12:8f3;c12:9f3;p12:6f4; And the one I'm trying to improve now: Rocketplanes in 21! ?lvl=27&code=y12:4f3;c12:10f3;c10:9f2;p11:7f0;r11:8f1;c11:9f2;p12:7f7;c12:9f3;b13:7f0;b11:6f0;r10:6f1;p10:5f1;b11:5f0;r9:5f2;q10:4f1;c11:4f2;c12:5f3;c12:6f3;r10:7f3;q10:8f2;q12:8f2;
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
My solution for Androids: ?lvl=17&code=c12:10f3;c12:9f3;c12:4f3;c12:5f3;p12:6f7;c12:7f3;p13:6f2;b13:7f1;c12:8f3;b13:5f1;p13:4f5;r14:4f0; This actually works for any input, as far as I know. It uses as little parts as it does by not using begin/end markers.
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
I'm really enjoying this game. Not so much the challenge of actually solving all the levels, but doing so with as few parts as possible. I'm managing quite well, take Androids for example: while the task given sounds quite complicated, the level can be solved using as few as 12 parts.
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
If you're gonna go trough the trouble to actually TAS this game, it might be a better idea to go the whole way and use both luck manipulation and some crazy combos to beat your opponents in 2-3 turns. This will of course require deck changes (and you'd need to find such combos), but it could very well be worth it in the long run. I haven't finished the game yet, and it's unlikely I will as my DS is broken, but I've been playing Yu-Gi-Oh! since the cards were released here (Europe) so I do know quite a bit about the game. Basically, if I can, I'd gladly be of assistance.
Post subject: Re: Multiple games beaten with one input
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
errror1 wrote:
[...] they map the button presses completely differently
How exactly does that make it impossible?
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
I think, if it's not too much work, that it would be greatly appreciated if you took the extra effort of doing a FFVI-only run. As you did this, you should be capable of obsoleting it quite a bit. But I can very well imagine that you're not really looking forward to TASing the game again right now. Anyway, on topic: this run is great. I haven't watched it all the way trough yet, but I really liked what I've seen so far.
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
Just... Whoah. The sheer speed and luck manipulation (I especially enjoyed seeing Greece getting insta-killed) in this run is overwhelming. Incredible work you've done here, clear yes vote.
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
You should specify that k > 1. Otherwise you'll be left with no dice. So 1 < n <= k + 1.
Experienced Forum User, Published Author, Player (144)
Joined: 7/16/2009
Posts: 686
If we're actually going to need those functions I think it'd be more viable to make a bot than to make actual TASes.