Posts for Tub


Tub
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Joined: 6/25/2005
Posts: 1377
Yes, the Hell Fire Soul is obtained by finishing in hard mode. One could still do an "all normal mode souls"-run, if the required luck manipulation doesn't drive you crazy. This run is fun, but somehow it leaves me wanting for more. "Hey, nice boss fight, I wonder what's next..." *zip* *glitch* *ending screen* "wtf? Where did the run go?". I'd like to see something glitchless, either any% or all soul :)
m00
Tub
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Joined: 6/25/2005
Posts: 1377
amaurea wrote:
So each user would have to make sure they have the correct CDs, and would then have to play back the "install windows" and "install game" movies once in order to generate the standard savestate from which tases of the game would start. And since nothing but input is distributed, there can be no problems with this.
Except that the input for installation does contain a valid license Key and still has to be activated. If everyone provides his own license key and activation, the installations will differ. ReactOS or linux+wine are the way to go, creating a lightweight distro should be possible. But creating a deterministic PC-Emulator that still provides accelerated 3D-gfx seems very difficult.
m00
Tub
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Joined: 6/25/2005
Posts: 1377
andymac wrote:
In a triangle with side lengths 0, these line segments are undefined, therefore that is not a triangle.
zero-length line segments are very well defined. Lines are usually defined as a set of points, and a set with only one point can be a valid line. For example, any line can be expressed as the set of points satisfying this formula: v1 + t*v2 with v1, v2 being vectors and 0 <= t <= 1 For a zero-length line segment, v2 is the null vector. Works like a charm.
andymac wrote:
I don't think that a triangle is defined by three non-colinear points.
As said, that's a matter of definition. In computer graphics, you have to deal with collinear triangles. The user could input some, they could be generated by several triangulation algorithms, they can unexpectedly show up as a result of transformations etc. Most of all, they can be generated when transforming 3d triangles to 2d screen coordinates in any 3d game or application. In mathematics, there are cases where you want your triangles to be non-collinear (when you need the orientation or normal vector) and there are cases where you don't care (when you're dealing with non-convex polygons anyway). Use the definition that suits your use and be vary of the consequences.
m00
Tub
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Joined: 6/25/2005
Posts: 1377
no, the fact that equilateral triangles have 60° angles is a property that's only valid/provable for triangles with nonzero area. The angle is defined as sin(a) = a/h or rad = s/r or something, which isn't defined when all significant lengths are zero. Division by zero is bad, hmkay?
m00
Tub
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Joined: 6/25/2005
Posts: 1377
no, it would be three vertices (all three at the same location) all three connected by straight lines. If you ask the next guy to define a triangle, he'd say "three points connected by lines", that simple definition is fulfilled. Since all edges have the same length, it's an equilateral triangle. It violates some other properties usually assumed of triangles (angles aren't defined, the points are collinear, ...), but as it is in mathematics, you can define your objects as you need them. If three vertices and three same-length edges are all you need, it's possible. Otherwise, it's not.
m00
Tub
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Joined: 6/25/2005
Posts: 1377
actually, if you allow a triangle with edge lengths of 0, it is possible ;)
m00
Tub
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Joined: 6/25/2005
Posts: 1377
Since translations don't change anything, we can define point A to be at (0, 0). Now, for any given point B at (bx, by), there is a formula that determines the position of point C - just rotate B clockwise by 60°.
[cx, cy] = [ cos(60)  -sin(60)
             sin(60)   cos(60) ] * [bx, by] = [ bx*cos(60) - by*sin(60) , bx*sin(60) + by*cos(60) ]

cx = bx*cos(60) - by*sin(60)
cy = bx*sin(60) + by*cos(60)
Now can you fill in (bx, by) as integers in a way that (cx, cy) are integers, too? your turn. edit: aww, nitrodon is no fun.
m00
Tub
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Joined: 6/25/2005
Posts: 1377
Baxter wrote:
9 rounds: 14 options 11 rounds 40 options
as said above, in case my post was too unreadable: 2*m+1 rounds: C_m = ( (2m)! ) / ( (m+1)! * m! ) options which actually gives me: 9 rounds (m=4): 14 options 11 rounds (m=5): 42 options Trust me on this one, or google something about the catalan numbers. This is the "easy" part. Have fun calculating the sum. Warp: do you already know the answer?
m00
Tub
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Joined: 6/25/2005
Posts: 1377
Let's re-formulate this problem as a 1-dimensional random walk. We define a number x as the "advantage" of player A, that is (amount of tosses won by A) - (amount of tosses won by B). The game starts at x=0, each round x either increases by 1 (A won) or decreases by one (B won). When x < 0, player B has won and the game ends. two observations follow: - a game "almost surely" ends, which means that every game will end after a finite amount of coin tosses (with probability 1) - a game never ends after an even amount of coin tosses. Let's add a random variable X, which denotes the amount of times B changed the rules before winning. Obviously X >= 0, and n := 2*X+1 is the amount of coins tossed. So how many games do we have that end after m rule changes? Well, it's a random walk that begins at 0 and ends at 0 with 2m steps (and 1 additional step where B wins). Catalan numbers to the rescue! #Games with (X = m): C_m = ( (2m)! ) / ( (m+1)! * m! ) Of course, every game with n coin tosses has the probability 1/2^n, thus the probability of the game ending after m rule changes is: P(X = m) = C_m / 2^(2m+1) = ( (2m)! ) / ( (m+1)! * m! * 2 * 4^m) Now we need to sum that up for m >= 0. Actually, let's see if it converges first. I'll define a sequence A with A_n = P(X = n) = C_m / (2 * 4^m) The recursion for the Catalan numbers gives a recursive definition: A_0 = 1/2 A_(n+1) = A_n * 2(2n+1) / ((n+2) * 4) = A_n * (2n+1) / (2n+4) The ratio test for convergence is inconclusive, as lim (n->inf) A_(n+1)/A_n = 1 so yeah, lots of formulas, no conclusion.
m00
Tub
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Joined: 6/25/2005
Posts: 1377
Raiscan wrote:
2) I think with the size/variety of the game, entertainment would be an important factor. As such I think speed should be a secondary goal - that is to say that the run should be fast, but not using the same items over and over if a more interesting solution can be used that is slightly slower.
Would it be feasible to set the goal: "Does not use any item twice"?
m00
Tub
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Joined: 6/25/2005
Posts: 1377
it's a good promotional video, but a poor educational one. For someone who doesn't know the words "TAS", it doesn't explain anything - it just looks cool, but will probably keep the viewer misinformed.
m00
Tub
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Joined: 6/25/2005
Posts: 1377
finished this a while ago on newgrounds. Lame controls? In the later levels, this turns into a pretty good bullet hell avoider, and by then you'll understand why the more precise mouse was assigned to movement, not to aiming. Keep playing a little and upgrade to the spread guns ("multipath"), and aiming becomes a non-issue. also, the multipath weapons do a LOT of damage if you manage to fly close enough to the enemies. I haven't found a faster way to trash a boss than activating the "slow time" overdrive, locking onto the boss, flying right beside him and hitting him with the full spread.
m00
Tub
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Joined: 6/25/2005
Posts: 1377
Monopoly (ouch) Sim City (and other Sim anything) Tony Hawk (every version I know) Need for Speed (every version I know) Monkey Island (you can totally buy the Ship upgrade!!111) Counter-Strike (duh) Grand Theft Auto (any version) Wii fit (no, really!) Mario Party (there are coins!) God of War (different currency though) Guitar Hero IV (buy songs, gigs and outfits) enough examples? It's easy to find unlockables or any form of currency (gold, exp, star bits, ..) in most current games. Much less on older games though, of the NES/SNES-era.
m00
Tub
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Joined: 6/25/2005
Posts: 1377
on the contrary, there are several classes of infinity. Set theory compares the cardinality of infinite sets and observes, that not all infinite sets have the same cardinality! For example, consider the set of all positive integers and the set of all negative integers. You can easily pair up each positive integer with a negative integer: 1 -> -1, 2 -> -2, and you'll see: both sets contain the same amount of numbers. But when you try to compare the positive integers to the real numbers, you cannot find such a pairing. No matter how you pair them up, you can always find another real number that doesn't have a corresponding integer. As such, there have to be more real numbers than integers, right? but it doesn't end there. No matter what infinite set you define, there'll always be another infinite set with a higher cardinality. There's an infinite number of classes of infinite! *head explodes*
m00
Tub
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Joined: 6/25/2005
Posts: 1377
that's a very nice run you made there, along with a very descriptive encode. Who could vote anything but yes?
m00
Tub
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Joined: 6/25/2005
Posts: 1377
just create another regular network in private address space and you're done. - assign a second IP to your server, some static LAN-only-IP (e.g. 192.168.1.1) - assign a fitting static LAN IP to your laptop's wired NIC (i.e. 192.168.1.2) voila, when you connect to 192.168.1.1 it'll connect to your server via LAN.
m00
Tub
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Joined: 6/25/2005
Posts: 1377
Adding a Category "Super Metroid" is an ugly workaround. Categories aren't game names. However, game names aren't normalized in the database, which leads to performance problems when attempting to group by game. So as a first step, games need their own table. That also means that we need to write an admin-tool for the new data and most scripts accessing the movie table need to be adjusted for the new table structure as well. I've originally suggested Game pages in Nov 2006. Bisqwit picked up on the idea later, and some work was done, but there was some disagreement over details and communication failures on both sides and then we both lost track of it. I still have the scripts I wrote somewhere, collecting dust. Not that those scripts are all we need, but they'd be a start. I've asked in a recent thread if any of the new admins were interested in reviving this, but got no reply. So there. I still think that a new system would improve the site, but it's a lot of work and I'm not doing that alone (can't even, I'm no admin). Unless one of the current admins steps forward with an intent to see this done, things will stay the way they are. anyway, that was a lot of OT-talk, should you wish to discuss this further, I'd suggest going to the proper threads :)
m00
Tub
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Posts: 1377
funnyhair wrote:
Hey Mz. what is your thought on the seed level? does it matter or not?
Seed salary is paid after a fixed number of steps. Since a speedrun/tas doesn't walk around too much, it won't get paid very often.
m00
Tub
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Posts: 1377
mz wrote:
About the crisis levels: is it possible to even know in what level are you at the moment? I mean, how do you know if you are in level 1, 2, 3 or 4?
That's the thing. It seems generally accepted that there are four different levels for each limit break (and at least for Micro Missiles, there actually are). Some people seem to have concluded that there must be four corresponding danger levels, but I have yet to see any evidence for that. In fact, there are some indications to the opposite:
  • the chance to get "Limit Break" when choosing your action doesn't seem to be limited to four different percentages (although with statistics, it's difficult to tell)
  • you don't even get the same Limit Break Level every time under identical conditions (as you notice for renzokuken and I confirmed for Micro Missiles)
  • there's just a single source on the net for those claims, and everyone else just copied them
Again, I *think* there's an internal bonus that's raised by life lost, aura, bad statuses and KOed suckers, and that influences all the other RNG rolls that determine the chance to do a limit break and it's outcome. If that value is actually stored in memory (and not just temporary kept on the stack in intermediate calculations), it should be easy to find: if you keep a character free of damage and status effects, it won't change for several rounds of combat. Then it'll change when casting aura. (ignore the one that changes from 100 to 99 ;)) (I'd try it myself, but I'm on linux and somewhat stuck with epsxe)
m00
Tub
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Posts: 1377
mz wrote:
Each guard has 105 HP, but Seifer only does ~90 HP damage (95 being the highest I could get).
Seifer can use the Gunblade trigger, just like squall. Did you use that?
computerbird wrote:
Why you got the 7cards at the beginning? For card games? ( Quistis's or Zell's card?)
Card Mod, probably. Maybe for playing cards to Card Mod some of the higher ones. I've been trying to figure out the Limit Break requirements. Unfortunately, most "knowledge" seems to be copied off a single source, and it's incomplete. Here's what it says: There are 5 Crisis Levels. 0 is normal, 1-4 allow you to execute Limit Breaks. The higher your Crisis Level, the better the Limit Break (i.e. more hits with renzokuken). This guide claims that certain things increase your Crisis Level, but doesn't say how many points are needed for which Level. Anyway, here's the list as claimed by that guide and other sources:
 ________________________________
|Negative Status Bonus|Crisis(Up)|
|_____________________|__________|
|HP <= 32% of max HP  |  + ??%   | (Bonus depends on your HP. Seifer: 84%)
|_____________________|__________|
|Aura                 |  + ??%   |
|_____________________|__________|
|Death Sentence       |  + 18%   |
|_____________________|__________|
|Gradual Petrify      |  + 12%   |
|_____________________|__________|
|Blind                |  + 12%   |
|_____________________|__________|
|Poison               |  + 12%   |
|_____________________|__________|
|Silence              |  + 12%   |
|_____________________|__________|
|Slow                 |  +  6%   |
|_____________________|__________|
|1 Party Member down  |  +  8%   |
|_____________________|__________|
|2 Party Member down  |  + 16%   |
|_____________________|__________|
If any of this is true, then it's a good idea to keep Squall blind whenever possible - he has 255% hit anyway. Maybe silenced too, if he's just going to be a renzo-machine. (too bad there's no cursed ring in this game) So I went and tried to figure this out. Quistis with "Micro Missiles" seemed to be a perfect indicator of Crisis Level: CL1: reduces HP of target foe by 50% of current HP. CL2: reduces HP of target foe by 75% of current HP. CL3: reduces HP of target foe by 87,5% of current HP. CL4: reduces HP of target foe by 93,75% of current HP. unfortunately, even at CL4, there's a chance she'll only reduce by 50%, making this testing waaay complicated. Meaning that these 4 CLs may actually not exist and it's just a couple of random rolls against an internal "crisis bonus". So far I can confirm:
  • Silence can raise your crisis level
  • Blind can raise your crisis level
  • Dead party members can raise your crisis level - finally a use for zell \o/
  • The whole list as above seems fishy. I wouldn't trust it too much.
but, unfortunately, nothing else :( Maybe a memory search will yield more information? edit: oh, ninja'd by a mage :)
m00
Tub
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Joined: 6/25/2005
Posts: 1377
a simple "camera hack" probably won't do. Sonic's engine allowed free scrolling by just updating the camera's X and Y values. Contra 4 doesn't allow vertical scrolling in horizontal areas - but feel free to try, tell us what happens. IIRC the DS has two CPUs, usually one is used for each screen. That'd mean there are two seperate framebuffers. (if it was as simple as displaying an internal framebuffer, DeSmuMe would probably have an option already) so yeah, worst case is: you have to re-create the whole rendering engine in LUA, using reverse engineered ram values :/
m00
Tub
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Joined: 6/25/2005
Posts: 1377
just went a little youtube-browsing, seems like dating Barret only skips the theatre scene, which took sda's speedrun around 1:20. there's also a different dialog between those two: - no need to drag cloud out of his room - one more line before entering the gondola (the first part of the gondola seems to be timed to the FMV) - more talk later in the gondola - fewer words before going back that's a few seconds difference at most, so 1:20 looks like a good estimate. also, the affection values change more than just the date:
http://www.gamefaqs.com/computer/doswin/file/130791/2385 After the Date -------------- Aeris will automatically join your party when you're preparing to go to the Temple of the Ancients. The other party member will be chosen out of whoever has the highest Affection out of Tifa, Yuffie and Barret, with Tifa having highest priority in ties and Barret having the lowest. Before the Crater ----------------- Right after the Midgar Raid, there will eventually be a scene when Tifa and Cloud are alone, spending a night just outside the Highwind. If Tifa's Affection is 50 or more, the dialogue between them will be slightly different and reflect the greater affection.
no idea if the first one matters - if you need tifa in your party, dating barret could hurt. The second one sounds like a tiny time-saver, but I don't know how much time could be saved.
m00
Tub
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Posts: 1377
after the balore fight, there was the perfect opportunity to draw some messages in the ice. too bad you missed it :(
m00
Tub
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Posts: 1377
thats.. great :) are there any other problematic levels further down the game, or have the subsequent levels been tested already?
m00
Tub
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Joined: 6/25/2005
Posts: 1377
Everyone with a half-decent knowledge of stochastic will agree with you. What you're experiencing is a common misunderstanding of the Law of Large Numbers.
m00