Posts for Scepheo


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Pokota: as you probably know from C#, it's always a good idea to look for repeating structures in your script, and convert them to simpler code. For example, all of the "foeLife" related code can be made a lot simpler and cleaner:
Language: lua

for i = 0, 5 do local hp = memory.read_s8(0x0465 + i) local y = 144 + 16 * i for j = 0, hp do gui.drawImage("heart.png", j * 8 - 8, y) end end
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Once again double posting due to a new release. Two important new features, for which I'd very much like feedback: basic support for WiiMote and some basic functionality for exporting subtitles to .srt or .ass. There's also added support for VBA now, and of course some more bug fixes. You can download version 0.0.6 here.
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Unlocking the weapon (and any other items) is (to a certain extend), allowed. However, the movie you will be playing will be starting from SRAM (a save file). Because it is possible to alter these files, you have to proof that your save file can, in fact, be obtained simply by playing the game. To do this, you create a movie file (like a regular TAS, but it doesn't have to be fast) that unlocks everything you need. The generated save file can then be matched against the one used in your actual speed run. EDIT: Please note, however, that it's probably better to go to the thread for the game you want to TAS and discuss this there. Especially when beginning, it's probably better to do a regular run, without anything unlocked. And then there's still the chance that people plain aren't interested in a new game+ run of your game of choice.
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feos, in the video you linked, when playing it at 60 fps, the player is blinking @ 60 fps. If to you, he seems translucent, try pausing: he should either be solid or completely gone.
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feos wrote:
It's because it was not deblinked at all. Watch my newgame+ encodes for how it should look like when done right. The boss will look light gray, just like in Gens, just like on TV. If I uploaded 60 fps of that boss, he would indeed be flashing, which (as I said) is different from console, Gens, and devs' intend.
30 Hz blinking is exactly what the console does. If you're deblinking it, you're making the footage less accurate. Sure, it looks like the character lights up, but that holds for 60 fps blinking footage too. Deblinking has only ever been done because it's a way to circumvent one of the issues that YouTube's 30 fps limit brings along. With the prospect of proper 60 fps video, we should get rid of deblinking and never think of it again.
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Bobo the King wrote:
Warp wrote:
Samsara wrote:
You're right on one point at least: Non-feminist men are whining and misogynistic MRAs when they bring up their problems like they're significant at the moment.
Need I even comment? The hypocrisy is just mind-boggling.
That was unnecessary, Warp.
I disagree. Samsara says that anyone who isn't currently dying of aids, thirst, hunger and being shot has no right to complain, because their problems aren't significant at the moment. He then goes on to complain.
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got4n wrote:
I love the TAS though, but Mindnomad credited it in description, so he have rights to do it.
There are two things I would like to say: 1) This discussion does not belong here, neither the uploaded video or the original is officially affiliated with TASVideos, nor is it on-topic. 2) He does not have the rights to do this. When you create an account for NicoVideo (which is required to watch (and thus copy) a video), you explicitly agree not to re-upload content.
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feos wrote:
Can someone post a note on why this ending is technically valid? HHS?
In the discussion of the canceled submission there appeared to be a general consensus that this way of reaching the ending is valid. The scene that appears does indeed occur after the credits, and apart from that there isn't really anything that can be verified: there's no post-ending save or anything.
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Ferret Warlord wrote:
Problem with v0.0.4
Thanks for reporting that, fixed it and made a new release, you can download it here. Note for mods: I just realized this thread may be more fit for "General" than "Tool-assisted laboratory", feel free to move it if you think so too.
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Zanoab wrote:
If you are using Windows 7, you can download and install XP Mode from Microsoft.
His original post states he's using Windows 8.1.
Tractopelle wrote:
The thing is that I don't use a 360 controller, I use a XBone controller, which there are no drivers for on XP, so my controller might not work. What software do you recommend? VMWare?
As for software, VMWare should work fine, I personally prefer Oracle VM VirtualBox. If your controller doesn't work, then that's a shame, but I don't see why you couldn't just work with either the keyboard or joy2key. EDIT: For clarity; I'm getting the impression that your idea of TASing is just playing the game normally, but with savestates. While this is technically a TAS, and it's fine you want that, it's not something that you should be making for TASVideos. If you want to submit, you should be playing frame-by-frame (hence slowdown should not be an issue) and your input should be absolutely frame-perfect (hence no need for a controller).
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Truncated: the module (dll) at fault is part of the Intel Graphics Driver, I'd try updating that, as a quick google seems to indicate that this often isn't related to any application. Also, if you have an integrated graphics card and an external (probably nVidia) one, it's a good idea to configure it so BizHawk runs on the external one, as that should give a speedup anyway.
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Tractopelle wrote:
Also, savestates crash the game on my comp', so I guess savestates won't work.
You really should use a VM running XP to test this, any other OS is almost guaranteed to screw up savestates. That might be slow, but things being slow should never be a problem for TASing (if it is, you're probably doing it wrong).
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FractalFusion's answer is correct (search for "circle packing in a circle"), but I'm still curious as to how he found the 36 degrees. I'm guessing 360/5/2, but why is that correct?
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Using Bobo the King's notation, here's some equations: r = m + 1 o = r + 1 = m + 2 y = o + 1 = m + 3 c = y + 1 - m = (m + 3) + 1 - m = 4 b = y + c = (m + 3) + 4 = m + 7 d = b + c = (m + 7) + 4 = m + 11 g = d + c - m = (m + 11) + 4 - m = 15 m = g - r = 15 - (m + 1) 2m = 14 m = 7 As we just expressed everything in m, we now know everything. Namely: w = b + d = (m + 7) + (m + 11) = (7 + 7) + (7 + 11) = 32 h = g + d = 15 + (m + 11) = 15 + (7 + 11) = 33
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Bobo the King wrote:
Is there a name for what I just did? Basically, I assume induction should work and then I just fit the polynomial to the data.
I think the scientific term is "guessing". EDIT: It seems your polynomials hold up, at least for the first 10,000 values.
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Hourglass does not interfere with the reading or writing of files. If the game fails to save, it's more likely to be related to the game than to Hourglass.
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Flip: the centers of three equal-radii (r) circles make an equilateral triangle with side length 2r. As a corner of such a triangle is pi/3, exactly six fit in a full circle, giving you 6 points that are 2r away from the center and from each other, allowing for six circles of radius r to perfectly surround another circle of radius r. For any given number of circles n, it follows that the angle of the "triangle" will be 2*pi / n. This gives an isosceles triangle with a base of length 4r * sin(pi / n), giving surrounding circles with radius 2r * sin(pi / n).
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[11:04:34] <L-Spiro> Anything is possible.  Except sex with my sister.
[11:04:53] <L-Spiro> If that’s your wish, you live in fantasy land.
[11:06:12] <Tompa>   Well, I guess it doesn't hurt to try, even though I'm terrible at it
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Samsara wrote:
Damn, Fire Mind AND Mysterious Liquid? That's just a factory disaster waiting to happen. It looks cool now but wait until that first random explosion, and the green creep soaking into the internals...
Don't worry, Nach's a renowned Pyromaniac.
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Huh, r57shell's post reminds me of a pretty important aspect, even if you don't know whether a program terminates, if you can proof its (possible) result exceeds the upper limit, you can dismiss it. That actually sounds fairly doable. As only a fraction of those 256^1000 garbled messes are valid programs, the answer to this question might be a lot lower than I anticipated. EDIT: Interesting train of thought: for some amount of characters N, it "could" be possible to write a program that "solves" this question (by writing and running all programs of length N). However, as that program would also try itself (etcetera), it would never terminate. Even if it would, the fact that it would output the lowest "incomputable" number, means that number is, in fact, computable. As such, such a program can not exist.
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Again, Tub, it's not about the largest number. It's about the smallest number you can't output.
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Amaraticando wrote:
Add client.borderheight(), client.borderwidth(), client.bufferwidth(), client.bufferheight(), client.transformPointX(), client.transformPointY()
Thank you very much for this, specially the last two functions!!!
Keep in mind that these functions are relatively slow, so if you're doing a lot of drawing, it's probably faster to calculate your x/y offsets/scaling at the start of a frame, then use those for all the rest. Though it's perfectly possible your computer has no trouble just calling everything all the time.
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Even if we didn't make the assumption about infinite memory, you're still missing a vital point: it's not about "how high a number can I output", but about the smallest number that you cannot.
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Warp wrote:
So if we make that assumption, I wouldn't be so hasty to proclaim that the halting problem is solvable even if we limit the length of the program's source code.
Again, this is not the halting problem. Amaraticando's post perfectly illustrates the point: his given program might halt. It might not. We don't know yet, as someone has yet to (dis)prove the existence of odd perfect numbers. But it is possible to know it, which means we can determine whether the program will halt. The halting problem states that there is no algorithm that correctly determines whether a program will halt, not that humans are incapable of proving it for any arbitrary program. It's also important that the halting program involves input, which this problem does not. That means the "problem space" is finite (all C++ programs with 1000 char length), rather than infinite(all C++ programs with 1000 char length * all possible input). Bobo the King: algorithms take input and turn it to output, human minds give meaning to the input. While there exists languages of proof that allow for algorithmic checking of correctness, these are incomplete, and the whole notion of a proof rests on the human mind interpreting it. If you dig deep enough, you will always reach a point in logic where something is true simply because people agree it is, where there is no longer any underlying logic. This is where algorithms "fail".
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It is definitely possible to take any arbitrary program and analyze it so see if it halts or not; the halting problem is that there is no algorithm to determine this. Programs of infinite length aren't necessary for that. So while, to me, it seems "possible" to analyze all programs of length N and determine whether they halt and if so, what number they output, the halting problem means that you can't do this algoritmically. In other words, I think the answer to Warp's question is "simply extremely hard".