Posts for andymac

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Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
That's quite a broad generalization. How much did you need to assume to make that statement?
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
I would probably guess that a 7z compressed avi or mkv would not be much smaller than the original file. But for the purposes of downloading, because Bittorrent has shit bandwidth, I think it would be a service to further compress any video files, by any amount no matter how small. As far as input files are concerned, they're small enough already, and I don't really notice the difference between a 5kb and a 4kb file.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
There are 50 episodes, and yes, I plan on doing them all
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
Sorry for the double post. The following is really only for me, but it's written on a peice of paper that I will inevitably lose. If I post it here, I will never forget where it is. It's basically a few things to remember when TASing N+ regarding it's physics. It's practically nonsense for anyone reading, and mostly unreadable, the stuff written in pencil didn't come out too clearly. There is really only one glitch documented here. It's diagram J, and the Gl vector is due to a glitch, and shouldn't exist, but does. Diagrams H and I are fallacious, I originally reasoned that the vector due to a jump was perpendicular to the surface you were on, bet there is evidence to suggest otherwise.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
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you can fly over the top of the purple structure in marble zone, and then break the yellow blocks. This would be a major timesaver.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
seeing your movie makes me realise how much I don't know about this game. I'm sitting here, reading straight off the SMW tricks page (which sucks BTW), and then I watch your movie. There's nothing on that page about half the tricks you did. obviously I'm a noob at this, so can you please explain, uh, pretty much everything from when you re grab the shell in mid air. (that's the only trick I found an explanation of) Also, the height you would need to get the key would be phenomenal. You have to release the shell I would estimate at least two screens beforehand, so you would need (another estimation) to be about a screen and a half above, which could only be realistically accomplished if you re-ascend from the highest platform.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
Crap, I'm going to have to redo. I thought you had to keep running speed when ascending, so I used 6/5, but I was wrong. you can lock your speed at 49 for the ascent and then manipulate it to 51 later.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
just some general ideas 1. Toggle on/off walls/doors 2. destroyable walls 3. invisible walls 4. visible walls that you can walk through 5. machine gun turrets! 6. a minotaur
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
Posts: 650
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yes, it would give a higher horizontal velocity, but you would have to slow down a lot to get over some obstacles. EDIT: here is a WIP, for those who care, I'm not going to bother encoding, untill I get enough footage done. As you might see, I redid episode 0-3 and 0-4 because of a corner boost trick that I found. Funnily enough, the two levels I redid look slower to me, because I'm always slowing down, to the normal top speed that is after inevitably decelerating from uberspeed(c). Guess what? I also (somehow ironically) pulled forty frames out of a hat. Forty frames!
I wrote:
I wouldn't really be surprised if someone pulled another forty frames out of a hat somehow.
oh right. As well as redoing those two levels, I am going to redo levels 1-4, 2-3, and 3-1, which due to new timesavers, have become suboptimal. EDIT: forgot to link the WIP
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
You were right. I shaved 7 frames off my linked WIP above in the first quarter of the first level, which shaved 5 frames of your test. Which means either you saved about 8 frames in the second quarter of the first level, or I'm still a shitty TASer. In my defense, the first level was done a number of weeks ago, and the last four levels were done today. Also it happens that the last four levels are considerably easier to TAS. But you are right. Thank god for the readability of the *.dsm format. EDIT: Hx'd and Sync'd
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
WIP and an encode 40 frames were saved in this WIP compared to my last one. I think this is pretty much optimal, but I wouldn't really be surprised if someone pulled another forty frames out of a hat somehow. I admit, that there is corner clipping in this TAS, but let me assure you, this actually saves time. In the first level for example, I slide down a wall for about three frames and it means I actually fall faster. I have no idea how that works.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
Go ahead, solon, I'm going to be working on a different TASing project for a couple of days. EDIT: BTW, if you can't get s9xwatch to work, and can get MHS to work, here are the addresses you need to watch link: http://cid-de1e7fef4aaf7e0d.skydrive.live.com/self.aspx/.Public/smw.lssave To get these addresses, I simply added C80048 to the addresses of all the values in the s9xwatch config file. All of them seem to work except for y subpixel, which sporadically jumps around.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
I think this is how he got the formula: E=mgh m= 1 unit g=9.8ms-2 h=r.cos pi/9 Kinetic energy, which is 100% of the energy is found by the formula E=mv^2 m=1 unit therefore v=sqrt(2E) E=g.r.cos(pi/9) v=sqrt(2.g.r.cos(pi/9)) there, done
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
just turbo a/b, would be the easiest way. When I do the hopping glitch, I watch my memory, so when the speed drops, you jump one frame earlier. that's 1 rerecord per jump.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
In koopa lake 1, you don't need the lift, you can get to the very end, right from the start, but getting into the pipe is going to be problematic. I had to use the shell I was holding to jump to one of the platforms. I'm going to just have to wait for the lift. I mole ruins 2, in my defense, I had started another wip, before solon redid it, where I get the fire flower, using the yellow shell and then flame the rest of the enemies. I used the hopping glitch past the two green koopas, but I had to stop after the yellow pipe, because I couldn't kill the vine thing and still keep moving. No matter what, though I will have to get rid of the yellow shell, because I will be jumping off it, and I will have to acquire another shell somewhere down the line which means the continuous use of 6/5 until another shell appears. also: another improvement may be to go completely over mole ruins 1, and not have to slow down for anything. However, considering the height of the structure, continuous wall jumping for that long would probably be a hindrance and not an improvement. Mister's first point is pretty much a a given. Also is there any reason that you can't spinjump through the stairs in the first castle, and then use a "go through walls" glitch to get to the area with the cape in it quicker? Or is that a retarded suggestion.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
Posts: 650
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I'm back, but I've got a list of things that could be improved from my section of the run: Mole ruins 1 1. use 6/5 *** 2. change camera to enable use of red koopa shell jump 3. use shell in hand to elevate the wall with triangle thingy OR 2. kick shell upwards, and then use it to jump off of, removing the need for the red koopa shell. 3. walljump up the area with the triangle thing. *** 4. use 6/5 5. use 6/5 (I have to say it three times because I could have saved time three times) mole ruins 2. 1. get the fireflower, and then set some plants on fire. 2. use the gold shell to get the fireflower and kill the plant without stopping 3. use the green shell to jump off and skip the part around frame 5600. 4. aquire yet another shell to kill the rest of the enemies. 5. use 6/6/6/5 rotation instead of 8/5 (shun me, I used 8/5 in some places) to keep speed at a maximum when traveling through places with low clearance (2 units) 6.??? 7. Profit!!! Well, I think we can all learn from this: get it right first time
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
Yeah, me too. I guess I should have really learned the physics of this game beforehand, instead of jumping right into it. EDIT: I made a reasonably optimised first level, bet NxCy's run beat it by 8 frames. This was largely due to the fact that he manipulated the red koopas, so he could jump on them to get further in the level. I used a shell to get there, which is definitely a slower method. Oh, it was due to the camera movement, the koopas come into view faster, and then he is able to jump off them. I knew there must have been a reason for that. Still, I think using a shell is a pretty snazzy move: http://dehacked.2y.net/microstorage.php/info/395434046/andymac%2BSolonTSRPR.smv Also this is probably already known, but if you spaz a and b on a music block, you don't lose any speed. Also I will be away for five days, so don't expect a high rate of productivity during that period. EDIT2: One more thing, I found that when you initiate the hopping glitch while doing 6/5, you can initiate 6/6 where 8 out of 6 speeds are 49, 2 are 47 and two are 48. This only works a few times though before you run out of running speed.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
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Look, I'm not an expert on this subject, but shouldn't you consider different compression codecs/standards?, like lagarith, or YUVsoft's codec? Also, if you hate the colour compression that badly, can't you just use RGB24 instead of YUY2 or YV12 (or whichever one it is)? why do you have to keep that colour format even when you have to double the resolution. It just seems counter intuitive to me, since weren't YUY2 and YV12 made for a tradeoff between bitrate and artifacts untedectable to the eye and we're talking about lossless compression.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
Don't read below unless you want to know what happens at athe end of the game. @ theMrksman: There is a massive bowser battle at the end, and you get a fire mario suit. You have to have 38 stars to do this battle, so the only category for this hack would be 100%
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
Oh well, I'll just have to use L spiro's MHS then. EDIT: here's a wip, I stopped here, because it's impossible to go past this point hopping, and I slow down at one part anyway, so I'm going to use 6/5 instead of hopping. EDIT2: maybe too many WIPS, anyway, here you go. finished the next level. maybe I should have used 6/5, then I wouldn't have to get back up to running speed so often, I could just get shells on the run EDIT3: Did it, and saved over 100 frames off my old movie. (was it really that bad?) oh well, I don't think there's much room for imporovement. anyway: http://dehacked.2y.net/microstorage.php/info/1569706016/andymac%26Solon-TSRPR-WIP1.smv this one is the real deal, no messing around.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
can anyone tell me how to get s9x watch working, it just say process 0 at the top and does nothing
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
I didn't explain very well what I did. lines 1-2: define Vn as a quaternion vector, and x being a real coefficient. 2-4: define functions f(x) and g(x) that they equal your two lines. 4-6: find Vi such that V2xVi=i, which can be found by premulitiplying by V2^-1 6-10: dilate both f(x) and g(x) by a factor of Vi, then translate both functions. This means that one function is the I axis (xi) and the other is now just a jumble. This is where my stuff falls apart, by multiplying g(x) by Vi, you introduce a real part into the system and g(x)xVi, which makes everything turn to shit. 10-13: What i try to do here is shift the g(x) variant along the real axis (which shouldn't change the line at all, because it's imaginary, but it does because I fucked up.) and remove the i term from the constant. Vs is basically the i intercept of the line. The distance now, should be the j,k distance away from the i axis. so basically, the distance from the origin to the point (x,y). This next step I forgot to add: you can now differentiate the difference, find the turning point, and then substitute the x into the original line You have dilated the lines, so you need to use the original lines to find the distance. use the i coefficient of h(x) to substitute into f(x). Then find the distance between f(x) and g(x) at the two points found. question easily done EDIT: I get your reasoning, both planes will be parallel, even if both vectors are parallel (however, then there will only be two lines not planes). therefore if you find a line perpendicular to the planes, and find the intersections between the lines and the planes, the distance between the two will be the shortest distance between the two lines. EDIT2: here is a general (working) solution. by substituting 1/c(x+ck) you get an equation of the form below, with no k therm in the constant, and 1 as the coefficient of k in the other term. This does not change the line shape at all.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
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Never done linear algebra in any other dimensions except 2. so anyways, here's my solution, even though it is probably far more complex than needs be. I have never used quaternions either, and have not been taught most of this crap: http://cid-de1e7fef4aaf7e0d.skydrive.live.com/self.aspx/.Public/quarternial%20problem.PNG Okay, so basically, assign each vector a quaternion value in the pure imaginary realms, then manipulate one vector so it is the i axis, rid yourself of the i value in the other equation's constant then calculate the distance between the two lines. Find the derivative of the distance between the two lines, find the turning point, and then sub into the distance equation and voila, you have the shortest distance between two lines. There's probably a lot of mistakes, but I think the theory is right. EDIT: I think my theory is wrong. when multiplying by vi, I introduce a real part into the system, and it all goes per shaped, and I completely forget about it.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
Joined: 11/30/2008
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Yes it's true that you need to be able to use tools such as these, however, the course is orientated around calculator specific functions. We don't learn about the general usage of tools to calculate things for us, we learn about how the classpad can do it. We don't get taught how to think, we get taught how to use the classpad.] Better get back to studying, I'm procrastinating by typing this.
Measure once. Cut twice.
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