Posts for Tub


Tub
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Joined: 6/25/2005
Posts: 1377
this list just made me realize that I only legally own one konami game (Elebits / Eledees). Incidently the only Konami games I ever enjoyed enough to actually complete are SotN (psx) and the three gba castleroids. Nothing classic on that list.
m00
Tub
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Joined: 6/25/2005
Posts: 1377
hu? They officially had that option for quite a while, and I'm sure I downloaded avis way after the date of the blog-post. But right now I can only select "download for ipod/psp". Weird. Maybe they're filtering download options based on the browser id? there's also keepvid.com for anything not-google.
m00
Tub
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Joined: 6/25/2005
Posts: 1377
compare the crc value of both unpatched and patched roms and maybe even the ips patch to see if any of those files is corrupt or different. you could also just transfer the working patched rom from the other computer.
m00
Tub
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Joined: 6/25/2005
Posts: 1377
yes, the result is visible (for a short amount of time), but the process isn't. In Metroid/Megaman you can see when items are picked up, in SMB/SMW you can see each stage that is played, in quake you'll hear a beep when a secret area is entered or a scream when a monster dies - you'll get immediate feedback when your percentage goes up. Here you'll get a short menu screen that says "100%" just once at the end, if you know where to look and don't blink at the wrong moment.
m00
Tub
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Joined: 6/25/2005
Posts: 1377
This run was executed quite well, it's interesting to see you apply those glitches for weird effects and I actually enjoyed watching it. The route planning was good, opening passages a minute early was fun. Anyway, I'd like to complain about the goals of this run. Visiting 100% of the rooms is an invisible goal - you don't see the results. Is there a ram location that counts the visited rooms? Maybe subtitling this with a room counter makes it easier to appreciate. But right now it just looks weird to enter a secret passage, walk up to the item, then turn around right before grabbing it. I usually associate "100%" with "I'm going to see all of this game." Glitching through walls and skipping the arena falls short of those expectations. After the final boss was slain, I somehow felt that something was still missing. If you're aiming for additional goals, it feels somewhat cheap to accomplish them this way - like doing a metroid 100% run by glitching the items instead of actually collecting them. I'd prefer a 100%, all-card, all-upgrades run without the summon-glitch to this anytime. torn between yes and meh. I'm usually a big fan of 100% runs (even the 5 hour ones), maybe I just had the wrong expectations. Will sleep on it before I vote.
m00
Tub
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Joined: 6/25/2005
Posts: 1377
Warp wrote:
Instead, cheap keyboards use electronic shortcuts which require less components and less logic, and which keeps the price of the keyboard at a reasonable level.
yeah, except when logitech and microsoft release the same cheap circuits with fancy colors, superfluous "media buttons" and a couple of hype-words for >100€. My old amiga-keyboard allowed more keypresses than I had fingers, but the W key broke from excessive FPSing :( the logitech one I've had since then breaks down after 4 to 6 keys. I've yet to find a keyboard that's good for typing and gaming and doesn't give me overpriced multimedia-crap.
m00
Tub
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Joined: 6/25/2005
Posts: 1377
DaShiznawz wrote:
And when I got SOOOOO much hate for my OoT run
You didn't. There was a lot of arguing about the quality of your run, but nobody hates you for it. The criticism was directed at the run, not at you! Most people who submit their first TASes face a rejection. Yours even got a lot of yes votes, and many of us enjoyed watching it. For your first TAS, that's quite a good result. Frustration cannot be defied by logic, but it'd be a shame if you gave up because your first attempt couldn't compete with the site's standards - standards set by people who have been TASing for years. Keep on learning and you'll get there. As long as you have fun doing it, there's no reason to stop.
And he is a pro mine would not be able to stand up.
no, he isn't (sorry guano :p). His first attempts at OoT-TASing weren't better than yours. He's been learning fast because he's been releasing WIPs and got a lot of valuable hints and feedback from this community. But nobody is keeping you from doing the same. You've got the potential and this community is usually helpful when asked nicely.
m00
Tub
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Joined: 6/25/2005
Posts: 1377
FODA wrote:
The only thing that people complained about was accuracy? Well, do that!
It's not as easy as "do that". First he'll need to learn to use the emulator tools to their full potential. Fooling around with a different and known game is a good way to do so.
m00
Tub
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Joined: 6/25/2005
Posts: 1377
I'd buy SSBB if moozooh was a playable character.
m00
Tub
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Joined: 6/25/2005
Posts: 1377
Thanks to the avi I was able to watch the movie now. I enjoyed watching it, fast-forwarded the cut-scenes though. A lot of the arguments in this thread are based on accuracy or optimisation. Sure, this movie is less optimized than guano's latest WIPs, but his WIPs are not the ones going to be obsoleted, right? The published movie has a lot of unoptimized parts too, especially in the beginning (and I'm not even talking about shortcuts unknown back then). I watched it again a few days ago and altogether this submission doesn't look less optimized than the published movie. With roughly the same playing quality, more interesting glitches and way less total time, I'm giving this a clear yes vote. I enjoyed watching it and I think it should obsolete the published run.
m00
Tub
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Joined: 6/25/2005
Posts: 1377
Tub wrote:
Somewhere the php manual stated that references shouldn't be used to increase performance (because they don't), but I can't find where.
accidentally stumbled upon it:
Note: There is no performance loss (since PHP 4 and up use reference counting) returning copies instead of references. On the contrary it is most often better to simply work with copies instead of references, because creating references takes some time where creating copies virtually takes no time.
source
m00
Tub
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Joined: 6/25/2005
Posts: 1377
I really want to watch this submission, but mupen fails me, so I'm hoping for an avi to emerge. While I cannot comment on the movie, I'd gladly vote yes on this discussion. It's highly entertaining. But I guess that'll change in a couple of pages...
m00
Tub
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Joined: 6/25/2005
Posts: 1377
Tub
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Joined: 6/25/2005
Posts: 1377
Tub
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Joined: 6/25/2005
Posts: 1377
not cool in about 99% of all cases. How do you define 'crash'? Does any glitch count? any graphical glitch? Does the game have to freeze or reboot? Without a clear definition there can be no competition, thus 'crashing the game as fast as possible' is a bad goal for a movie. With many games the reason of the crash won't be identifiable by a casual viewer (for example if pressing left+right just crashes the game), so that'll be pointless to watch. Getting a 'game over' wouldn't be fun when the fastest way to lose is to bump into enemies. Everybody can do that, many of us do that all the time! Sure, videos that show off glitches or surprising strategies can be fun, but I doubt that there are enough games where the resulting video is entertaining to watch. For the small amount of movies that'll pass as good: post them into the 'Just be funny.' thread.
m00
Tub
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Posts: 1377
damn, I'm slow today, missed some posts on my first reply.
GashouseGorilla wrote:
They want to see real speedruns with no cheats.
Frankly, that's their problem. This community is in no way obliged to please the wishes of random google videos viewers. There are other communities/projects aiming at providing video walkthroughs, stuckgamer.com comes to mind.
I just wanted to point that tidbit out and know why you guys liked to do it so much.
I love glitches because I'm a programmer. Watching glitches provides insight into the inner working of a game, into the handwritings of their programmers. It also feels good to be reminded that you're not the only one who constantly screws up on programming. ;) There are geeks who disassemble every kind of machinery they get their paws on (just to find out it's now broken), and then there are geeks who like to take video games apart (just to find out they produced a video that's essentially broken). It's just a hobby, an interest that's shared by most members of this community. It's part of what defines us. It cannot be changed without changing (or replacing) the community. If you're serious about providing video walkthroughs, your best bet is not in this community, but to found or join a different one.
m00
Post subject: Re: Abusing Programming Errors in the Game: Why so much?
Tub
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Joined: 6/25/2005
Posts: 1377
Feedback both from inside and from outside this community shows that there is an audience for glitched movies, so I wouldn't expect that to change. That being said, glitched movies are tagged as such ("Abuses programming errors") and if you don't like them it's simple to avoid them. For the most glitched-up movies that completely break the game, a second, unglitched movie is usually allowed. So I guess there's enough to choose from for everyone.
GashouseGorilla wrote:
You don't need to push the game to its absolute limits.
Now try defining how far a game is allowed to be pushed. Completely avoiding glitches is impossible. How do you know if something is a programming error? Maybe it was put in intentionally. Maybe it was put in accidently, but the developers decided to keep it. Maybe it's not even a programming error, but an unforeseen combination of design decisions. Is rocket jumping in quake1 a glitch? A programming error? Dividing glitches into acceptable and unacceptable glitches doesn't work either. It's mostly a matter of opinion and subject to a long and heated debate with no clear outcome. And that discussion would be needed for each game. sda tried to put a ban on certain glitches, yet they still haven't been able to clearly indicate what glitches are allowed and what not, even sda staffers disagree on the details. So as far as rules go, "anything goes" is the only sensible option. What movies will be produced is decided mostly by the individuals who like to create movies, it's neither a community decision nor is there a central authority. The only way to influence the kind of movies produced is to produce some movies yourself, the way you'd like to see them.
m00
Tub
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Posts: 1377
evilchen: does that beam actually do something special or is it just a color-glitched regular wave/spazer? I noticed it disappears when you leave the room, so application seems limited.
hero of the day wrote:
Once I find the time I will restart my any% run.
Did you find a new trick that warrants restarting or are you just switching to 1.43?
m00
Tub
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Joined: 6/25/2005
Posts: 1377
Tonski wrote:
I just hope no one's going to come up with something as stupid as "That video could've been manipulated, show us smv".
snes9x gives you all the tools you need to manipulate the timer, you wouldn't even have to do video editing to fake that. In other words, that video is as much proof as Saturn's word: exactly none. Either you believe him or you don't, but starting to believe him because he posted a meaningless video is stupid. The video doesn't change anything.
m00
Tub
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Posts: 1377
andrewg wrote:
8-4 has a frame rule? I didn't think it did?
it sure does. There's no 21-frame-rule when grabbing the axe though, so that's where single frames matter.
m00
Tub
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Posts: 1377
that's not just an improvement, that's a complete overhaul. Who would have thought that so many small things could be improved, even ones that seem obvious when you read the submission text? hell yes! (note to self: continue playing chrono trigger someday)
m00
Tub
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Good news! That's only 4! * 56! * 196! * 4^196 possible combinations! Less than 10^560! seriously, does anyone know the amount of colors they use, and the general distribution of the tiles? edit: Wikipedia mentions 22 colors (+ gray edges) that leaves us with around 60K possible pieces, so I'll just assume that every piece is unique. I'll also assume that colors and combinations are evenly distributed. (probably wrong, but who cares) If two adjacent fields are already placed, you'd expect around two of the 256 pieces to match. With a brute force strategy starting at the upper left corner and filling in tile after tile, row after row, you'd need to search less than 2^256 ~ 10^77 possible combinations. Way lower, although still way too much.
m00
Tub
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Posts: 1377
kwinse wrote:
I can tell you that the same questions would be asked over and over again even if the threads weren't deleted or archived.
sure, but if they are you can at least justify a thread close instead of having to explain the same shit again. ;)
m00
Tub
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Posts: 1377
definetly keep them, if it's technically possible. I've been moderating for 5 years on a board with 100K+ registered users which deletes old threads every few months. History repeats itself, the same questions get asked over and over again because the old answers are gone. Horrible..
m00
Tub
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Joined: 6/25/2005
Posts: 1377
this was unexpected! poor game :(
m00