Posts for curtmack


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Bahaha, what? I completely missed that we were talking about this again! Makes me nostalgic, in a weird way. I agree with the general consensus here though, just let it die. I stand by my decision to submit it, but it's not worth publishing. Dang though, was it really 5 years ago? I just wish I had held onto that code.
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Good run. I voted yes. As for "shun" versus "syun," both are correct. They're just different methods of romanizing; "Shun" is Hepburn, "Syun" is K-S. It's probably best to use Hepburn on this site because it makes the pronunciation obvious.
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I voted yes, because I think it's a good movie that deserves to be published. However, and this is sort of off-topic, I'd really like to see HappyLee work on something that isn't a Mario game. He's good at this, really good in my opinion, and I'd hate to see him become "that guy who does Mario movies."
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Myria wrote:
Mouse games are kind of silly to TAS because of their very wide input range. Consider Gnat Attack in Mario Paint: you could have the cursor teleport to each enemy.
ZZT's mouse control only cares about direction; you still only move one step regardless of how far you move the mouse.
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Bisqwit wrote:
Rridgway wrote:
I love the preferential treatment.
[1] Guess which option they chose.
Rridgway wrote:
If God is a "he" (hence "Father"), how did he create two genders? Doesn't that imply that god is transexual and could be referred to by he or she?
http://en.wikipedia.org/wiki/Gender-specific_pronoun#Generic_usage
Expanding on this, the original Middle English term "man" only means human, gender neutral. Man and woman in today's usage were "werman" and "wyfman" respectively. In an older time it was still correct to use masculine pronouns to refer to people in a gender-neutral or collective way (this usage will be familiar to speakers of French, who have two "they" pronouns, one for entirely female groups and one for all-male or mixed groups), while genderless entities were typically referred to with feminine pronouns.
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Post subject: Review: Blue Wish Resurrection
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As some of you may know, I'm quite the glutton for punishment when it comes to games, especially my beloved shmups. For some reason many human beings, myself included, find it enjoyable to get our arses handed to us by a technicolor bullet buffet, and practically line up for the experience. It's a bizarre phenomenon, and one that many game developers love to cultivate. One example is the fairly recent Blue Wish Resurrection, a freeware remake of the original Blue Wish. The first thing any hardcore bullet hell enthusiast will notice playing it is that it is a carbon copy of DoDonPachi, with stars replaced by weird Rubik's cube things. However, it is in fact infinitely better than DDP, because of one crucial addition: one ill-begotten gameplay element in DDP was the focus firing, which started after you held the fire button for a few seconds. The problem is that focus firing slows you down and is less effective at mowing down a ludicrous quantity of enemies than your normal fire, so to actually mow down a ludicrous quantity of enemies you had to mash the fire button until your arms fell off. Blue Wish averts this problem with the inclusion of a separate fire button for using your main, mow-down-y gun, which is so very helpful. Another problem that DDP had was that the enemy bullets were all the exact same shade of hot electric pink (with the occasional hot electric purple thrown in for variety), which not only strained the eyes after a while, it also was just plain obnoxious to look at. Blue Wish actually lets you change the color of the bullets, which is handy if you want to choose a less offensive color, although it'd be nice if someone other than ZUN could come up with bullet swarms that aren't all the same color. Blue Wish also inherits its spiritual predecessor's legendary difficulty, and the option that automatically protects you against bullets at the cost of a bomb doesn't help in the slightest. This is one of the few games where you can die at the first level's boss and be praised for it, not because you did your best, but because you did better than everybody else. The bullets move inhumanly quickly, the supercharged attacks you get when your press fire and bomb at the same time are next to worthless, and the bullet hail never lets up, ever. And did I mention they moved inhumanly quickly? As for the other aspects of gameplay, there's nothing too agregious to point out. The backgrounds are rather dull and depressing, which is sad given the vibrant, lively graphics DoDonPachi had. . The music is tolerable, if not high-quality, but I'm going mostly on memory here since wine stopped being able to play the music in this game a while ago. Overall, I give Blue Wish Resurrection a 8 out of 10... if you're a fan of bullet hell shmups, that is. For the normal people, I give it a -2 out of 10, with the following advice: stay away.
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Post subject: Re: New Brazilian console goes experimental in 2009
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superjupi wrote:
FODA wrote:
First of all so you get an idea, they said at the conference that it is capable of displaying games with quality very close to that of Resident Evil 4 on the playstation 2.
After seeing screenshots of it in action, I call shenanigans.
Well, they're technical demos. The final console is not yet complete, so most likely those are just intended to show off the features they've implemented so far. That first screenshot intrigues me.
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I finished FF3, the pictures is up. I'm not sure when FF2 will be done, the leveling system is getting on my nerves (stat building takes so LOOONG)
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Post subject: My quest...
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I was thinking the other day about the Final Fantasy games. Suddenly it occurred to me: Other than Final Fantasy 6, I had completed none of them. Thus my quest: To complete all of the first 6 Final Fantasy games before the end of this year. This will not be easy. There's going to be a lot of hard work involved. I will get cramps in both my wrists. My butt will start hurting after a long session of play. I will get constant headaches from eye strain. Hell, I may even gain a few pounds. But I think I can honestly say I would be the first person to beat the first six FF games in the span of 4 months, because that's how much time I have. I will post screenshots of all of the games' final bosses as I complete that game. (Note that the screenshot for FF4 is mistakenly entitled FF2.png. Gnome automatically named it that, and I never caught it before uploading it to photobucket. The screenshot for FF2 will be entitled FF2j.png to compensate.) FF1: http://img.photobucket.com/albums/v290/curtmack/Final%20Fantasy%20end/FF1.png FF2: FF3: http://img.photobucket.com/albums/v290/curtmack/Final%20Fantasy%20end/FF3.png FF4: http://img.photobucket.com/albums/v290/curtmack/Final%20Fantasy%20end/FF2.png FF5: FF6:
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A pity your visit (probably?) doesn't include July 4th. People do some crazy things on America's birthday... or maybe that's just where I live, we have a reputation for our July 4th celebration. But I don't live anywhere near NYC so it's a moot point anyway.
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iRiver H10 20 gig with rockbox.
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iRiver H10, 20 gig. And it's Rockboxed. Listening to SNES music on a standard MP3 player? Win.
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girfanatic501 wrote:
I think this a Zelda game, but.... I remember playing a game where you could ride on a horse and there where carrots above it and you could make the horse go faster, and when you did they would depleat, but after a while the horse got slower and the carrots came back. I'm a forgetful loser :P.
That one would be Ocarina of Time (or Majora's Mask).
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blahmoomoo wrote:
I doubt that the microphone is only read once per frame... A 30 (or even 60) hertz sample rate would produce such a horrible sound quality that I don't think any human could determine the words produced, and I doubt a computer would easily do so either. That sample rate would lose sound waves on basically all human ranged frequencies since a 60 Hz sound wave is down in the bass range of sound while the average voice ranges mostly in the kHz range. A low quality voice recording has an 8 kHz sample rate and the average music has a 44.1 kHz sample rate. It sounds like the easiest way to do microphone commands while still using frame advance and other TAS tools is to pre-record what you want to say and open it in the emulator, which would feed the audio recording to the game through whatever API the DS uses for listening to the microphone as if it was actually being said in real time. Of course, such a sound file would need to be saved in the movie files... Hopefully whoever makes the rerecording emulator will only save the microphone data when the microphone is actually activated or a sound is being played back in the way that I just mentioned.
Or even better: Hold ctrl (or some other button), record, release ctrl, and the emulator inserts all of that microphone input as far as ahead as it lasts. (And it would get inserted into the movie file, FLAC format would probably be best.)
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petrie911 wrote:
We could simply set the input on a frame by frame basis. The mic input is essentially just a pressure gauge which gives a reading each frame, right?
Talk about a bitch to work with though. "Here's a knob. MAKE IT TALK."
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I made a silly little game yesterday. http://www.ppages.org/users/curtmack/files/Hexagonia.7z
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"Free Rule" "Enix [?] Rule" "Local Rule" "Stop"
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Okay then.
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Post subject: Emulation problem
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VBA 1.7.2 rerecording v20.0 has a problem emulating Sneaky Snakes (UE) [!].gb. The background is always displayed black instead of white. v19.3 does not have this problem. Is there any particular reason this problem suddenly appeared in v20 and can it be fixed?
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There are three parts of TASing that frustrate me: Frame-by-frame optimization, "making art of wait periods," and boss battles. Especially when the boss is hard/fought with little or no weapons/has very damaging attacks. Or, in the case of the boss that made me give up on TGL, all three.
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I made this out of boredom: I thought it was funky ^_^ Still trying to work out how to put in some legs.
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Kuwaga wrote:
Edit: Maybe Bisqwit would need a certain time to recover after using frame advance or a save state before he can do it again. Idk yet if this would be a good idea though.
That wouldn't work for frame advance (it doesn't matter if there's a wait time for frame-advancing if he's frame-advancing). It would definitely work for a slow-down ability though...
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I'm gonna be a maverick and pick Majora's Mask. Not to discredit the outstanding achievement in the SM64 runs, but I truly think Majora's Mask did a good job of showing that you can break a game without super-speeding past all the scenery.
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Super Mario Kart. The strategies used in that run were outstanding.
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LADX without even a second thought. That movie was all kinds of amazing.
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