I highly doubt the Wigwam strat would be viable RTA. I remember from my TAS (man that was a long time ago!) how it works. Once you get within range of his slash attack, he makes one (instead of blocking). I don't remember exactly how many frames it takes to connect, but I'd say <5. So you'd have to know the exact pixel to touch to trigger the attack and immediately get back out.
The Genesis and SNES versions are very different, enough so that I personally think they would warrant separate videos. I would, however, check to see if a separate video would be allowed before submitting.
Typing this as I watch.
Spring Breeze:
So far so good. I liked how you threw the waddle-doo at the cloud to kill it. I probably would have preferred if you had switched powers somewhere before King Dedede.
Gourmet Race:
Is it possible to cancel out a dive bomb before hitting the ground? If so, it would be faster and a bit more fun to watch I think.
Dynablade:
First level:I know this is an "entertainment run" and not a speed run, but that doesn't mean speed doesn't factor in to entertainment. I'd avoid using the parasol attack where Kirby stands still and bounces the enemy around a bit. Perhaps just the first time and then on the miniboss's body.
Second level: Well-timed power switch right at the beginning. I liked the sword bouncing technique on the minibosses. Some of the ability switching later got a bit monotonous, but I can understand why you made them.
Third level: I was going to be severely disappointed if you didn't throw that hammer. I was also going to be severely disappointed if you didn't take suplex.
Fourth level: Stomping on Bonkers mid-air was kinda neat. I must say, you did a fine job of keeping suplex interesting.
Dynablade: Not much to say really. I suppose I might have liked a different power, but it's a pretty short fight, so whatever.
That's all I feel like typing right now, might add more later.
Back when I played WoW, I apparently had dreams I was playing it all the time. I don't remember any of the dreams, I do however remember waking up and thinking my alarm was some annoying mob I had just pulled aggro from. (I think unbelievably stupid things when I first wake up-I recently thought an alarm sounded purple)
I've seen that quite a few TASes are optimized through use of subpixel positioning. I was wondering, how exactly does one go about finding the hex addresses for subpixel position?
While I did say that I know little of pthreads, I didn't say I didn't read anything about them. I have looked at several sites, example programs, etc., it's just that the topic is a wee bit beyond me. I know there are a number of talented programmers on this site, and people here seem to generally be helpful, so I thought someone might be able to give me a little guidance, that's all. I'm not asking for a compiled executable, or source code, or even code snippets necessarily.
Anyway, back to the problem:
Does anyone think my previously presented solution sounds like it would work? I haven't had a chance to try coding it up yet, been busy the past couple days with a studying for exams I had this week.
Perhaps I made an overstatement. It's not that I have a lack of motivation to learn about pthreads, but more that I don't understand them too well or have much experience with them.
Oddly enough, that is our next assignment, although that one must be done in MicroC/OS-II rather than Linux.
Anyway, I was thinking just a bit ago of a way which I think would work: Start one thread, which starts several others that are in an endless loop that checks a global variable containing the thread id of the thread with the token and, if it is equal to the checking thread's id, changes it to the thread id of the next thread. The initial thread, after spawning these threads, then "sleeps." In main, join that thread. As I understand, this should kill the other threads and leave you with a "loser." Should this work? Does it seem like that might be bypassing the assignment since there really isn't any interthread communication?
Here's the assignment:
I also have the option of using multiple processes instead, but I've heard it's easier to do with threads. I also know pretty much nothing about pthreads. Anyway, I'm having trouble with even thinking of a way to do this, so any help would be appreciated.
Wii system: 7147-4935-9576-6295
Mario Kart Wii: 5455-9824-7666
Super Smash Bros. Brawl: 3909-7169-7392
Steam: PayOnDeath
Spore: PayOnDeath
Right now, I don't have a way to connect my Wii to the internet though. Apparently Nintendo's wi-fi adapter doesn't work in a 64 bit environment. =/
Guys, I think we all know we should give credit to Saturn for his inhuman route-finding abilities. Other things which we have not justly credited Saturn for:
-Being born
-Breathing
-Eating
-Sleeping
-Using the internet
-Creating the screen name "Saturn" for himself
Feel free to add to this list!
Hypothetically speaking, if Ecco, the digital dolphin, were to die - something which theoretically he may never do - he just loses a life. Being an analog dolphin, Flipper will inevitably die at some point in time, never to return again.
Ecco wins.
Whee flying off the screen!
Love the high-speed zipping through courses so fast that the system has trouble keeping up. A nice improvement, so yes vote.
SNES runs at 30 frames/second. So 30 frames = 1 second.
And with Mario games, EVERY frame counts. Expect this run to be scrutinized down to the very last detail.