Posts for eternaljwh


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Support Permission. Do not support obsoletion: it is technically less impressive; having a convenient canal (Which will be there for all games!) is less interesting than finagling increasing-throughput bootloaders I am curious what sort of extra video throughput would be possible if you were doing the AGDQ-ish thing but with the expansion port. I'll note that the NES and N64 have expansion ports. The NES's is, however, anemic and has no memory mapping unless the cartridge provides it (lacking address lines, but having EXP lines that go to cart); as cartridge-fiddling is verboten, it's of minimal use, other than doing the same things that controller ports do in exactly the same handful of bits of read memory. I don't know how the N64's is hooked up. Short argument: It's a Tool. Medium argument: it does not modify the game nor video-edit the results. Long argument: If we're going by precedent (which this site only weakly follows) Turbo: allowed Hyperturbo: allowed (SMB3 ACE) 16-button controller: sort-of-allowed (JXQ's SM100%?) L+R/U+D: allowed Hyperextension of analog stick beyond its bracket to maximum binary output: allowed Game Genie: Disallowed, "modifies the game" cartridge tilting: disallowed Basically, anything that's fed into the controller port has been allowed, and anything that disrupts connectivity between game data and console is disallowed. And yeah, a port exposed to the user that is not intercepting and altering game data. ETA: when did [no] L+R/U+D get rolled into "forgoes time-saving glitches" rather than its own movie-tag? ETA2: weak yes.
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(MOD EDIT: This and following posts have been split from this topic -Mothrayas) Was looking around since the site throws an error if I try connecting thusly, and this seems the relevant topic…
Ilari wrote:
The reasons why this site doesn't do HTTPS have absolutely nothing to do with CPU nor memory usage.
What are those reasons?
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I made (and upgraded from some of Mike's, with permission) some maps for Zelda 2. Palaces Great Palace (found some jar locations that hadn't apparently been marked!) Routes out of the North Palace when loading that dodge all encounters A map showing the full extent of the walkable boots surfaces and a little animation showing the "beginner" All-Keys speedrun category route.
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phi wrote:
I don't know the details about the corruption.
If you want more technical details, http://wiki.nesdev.com/w/index.php/DPCM_conflict#Conflict_with_controller_and_PPU_read
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Inzult wrote:
Arc wrote:
I'm not sure how well known it is that although the number 300 appears when you kill Rebonack (boss of Island), he actually gives 301 XP. So I'm going to go into the fight with 899 XP to show the glitch. There's no unnecessary XP in the run.
I know that people who run the game know, but even sort of enthusiasts who linger in the Zelda 2 twitch channels tend to be surprised when it's pointed out.
Carock, too, and anything else that's supposed to give 300 (don't think there's any?)
Datacrystal wrote:
0x01DDDC - Low byte Experience Points Type C (0300)
(mapped at e.g. 0xddcc) is 2d instead of 2c (DDCC:2c:2d = genie gxksksix (what a phonetic treasure)) Fascinating about the exit moving a pixel sometimes.
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While I was never confused about it, I could see how a newbie might be.
Post subject: Re: #5180: Spikestuff's PSX Soul Blade in 03:08.86
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TASVideoAgent wrote:
[Mitsurugi] has the strongest Unblockable which deals 180 damage... out of 240... which is only 75%...But as luck would have it. This move is indeed a 1 hit move especially if you time it correctly.
Is it "when getting a counter hit"? That's certainly what it looked like. Meh vote. Repetitive, but makes the hardest AI walk repeatedly into a very slow, super-telegraphed attack. edit: caveat, watched provided encode
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mklip2001 wrote:
Like xy2, I liked the parts which make the rod behave like a bouncing or rolling ball. use of entertainment in places that don't cost you any time. I'm still not sure the game has quite enough going for it to earn my Yes vote, but I'll give you a good Meh.
edited to reflect my opinion Breasts as stage hazards? Well then. It's not possible to escape into any of those boxes (with the giant figures and the moving-edge segments) like the map might hint, is it? edit: caveat, watched provided encode
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eternaljwh wrote:
NESVideos Rules Joke wrote:
Only judges are allowed to submit runs of The Combatribes .
The movie was passable. The playaround bits were all amusing. Aside from that, the PCs wiped the floor with the mooks, repeatedly. Very repeatedly. Is character choice purely cosmetic?
(whoops, commented on the wrong The Combatribes movie...) edit: caveat, watched provided encode
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NESVideos Rules Joke wrote:
Only judges are allowed to submit runs of The Combatribes .
The movie was passable. The playaround bits were all amusing. Aside from that, the PCs wiped the floor with the mooks, repeatedly. Very repeatedly. Is character choice purely cosmetic? Whoops, commented on the wrong The Combatribes movie...
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eternaljwh wrote:
YARFU (yet another request for update)
Or have you just been busy/recovering from DEF CON, SGDQ, something else…?
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I don't suppose we can get a text explanation of the warp?
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Oh, that travesty. But that's hold F, not press F.
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andypanther wrote:
Why aren't they making true 3D Marios anymore? Because they learned that 2D Marios will sell just as well while having much lower production costs.
The graph I remember seeing about 2D vs 3D Mario games was not a "just as well" so much as a "2D marios sell an order of magnitude better".
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alas that the tutorial is unskippable (including on revisits) but I am interested in the TAS.
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Invariel wrote:
F.
Pardon? Requiescat in pace. I know I used it a time or two like six years ago…
Bisqwit wrote:
some easter eggs)
Would it be too much to ask for what some were?
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ais523 wrote:
ais523 wrote:
On another subject, doing minimum-gametime or minimum-score runs (i.e. conditions that do not cap the number of actions, or the amount of realtime taken) have the issue that optimal luck manipulation would probably take years.
No updates to the TAS recently. (Sorry for getting everyone's hopes up, but I haven't forgotten it and in fact have been thinking about it a little recently.) I just wanted to quote this sentence from the first page of this thread, because it's so ironic in retrospect.
Well, I was about to post YARFU (yet another request for update), but you seem to have preempted me.
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Yes, I, too, would like to see a Japan course TAS in addition to this one. 11-2, rejected for not entertaining? Hmm...s726, question was probably still "should this be published", but still… Only disappointed that there's no Fighting in Fighting Golf. I should look at this game's code sometime. I enjoyed watching it. There's one shot (5?) where it seems acmlm Big Jumbo skips the ball off of the water, and the around-the-hole shot was neat. The last shot was also interesting. There's only one shot which acmlm is obviously going "oh crap what do I do what do I do"/switching clubs/manipulating the hole-in-one. This is probably because it's one of the shortest drives in this course.
Post subject: Timeline/History of console-TAS-playback idea, executions?
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In which hardware-playback is suggested "again"(Aug 2006) In which it was suggested that one feed input through the controller port (Jan 2008) My own post (quoting above) (Aug 2008) [should probably be moved to TAS Laboratory] In which one was built, that could not find earlier posts, yet did not reach playable state (Sep-Nov 2009) In which programmable controller extension to full TAS was mentioned (Feb 2010) In which SMB was verified (Jul 2010, the verification thread, obviously!) I've tried several other searches (among them "console verification", tasbot [returns AI results instead], console playback) but not hit on any others. Obviously my own post made it easier for me to find what I found. Is anyone aware of earlier musings on this topic, or where? Similarly, when were each other console's TASbots first completed? [fakeedit: went through for obvious topics that are already in TAS Lab; have to go to airport now]
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ais523 wrote:
unable to handle the levport immediately; and then, before the levport actually kicks in, to get teleported again onto the Amulet and autopick it up. If I haven't misread the code too badly, this should lead to the levport happening and the Amulet coming along for the ride. I haven't confirmed this yet, though, because such a situation is very awkward to set up.
What in the world makes NetHack "not handle a levport immediately"? Is this basically "drop amulet, get hit by quantum mechanic onto levport trap, get hit by quantum mechanic (at same energy but later in execution order) back to amulet, autopickup" in one action? It sounds more complicated than that, almost like one of the break-interrupt-timing-safety glitches in RockMan. Alternately, is quantum Yendor tunneling (above) possible?
TAS.time_between_updates = rnz(100); //days
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I found it interesting, and somewhat novel. Weak yes.
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I don't usually talk at recorded moving pictures on screens. This had me saying things like "Wait, are they...?" "They are." "Where do you think you're going?!" Doubleplusgood (Star) vote. The comments on levels got a bit repetitive about how there's an unexpected strat [usually also not described] that saved unexpected time. The Master 1up (and therefore an exact 1up) was a nice touch.
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There is also, of course, the Lynx version. Tile World (the less-copyrighted version) can operate on either ruleset.
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Masterjun wrote:
Indeed, thank you. I mixed up SNES and NES, because in SNES the first bit is B. I mapped A of the NES to the same key on my keyboard as B on the SNES, so I thought it was the same. Silly me!
The SNES controller reports the same as the NES controller, except with B/Y in the place of A/B, and AXLR 0000 afterward. It just has a different plug shape. (This is reflected in most (non-Square) SNES games using B for confirm and Y for cancel.) So the mess-up is very understandable.