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Dimon12321 wrote:
And it's gonna be rejected due to being built on an unofficial Dolphin build once again?
When did that happen before?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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The Brookman wrote:
"in bounds" is vague and does not preclude the use of out of bounds strategies at face value.
The point of branch labels is describing goals not featured in other acceptable branches for the same game. Branch labels have to be concise, because we don't have a lot of space for them: finer details of the goal can be explained in publication descriptions and represented as movie tags. It doesn't mean we absolutely have to keep dropping words and letters until we can't anymore. It just means labels should not be confusing and should not contradict actual goals they represent. Which is still subjective, so we rely on opinions of viewers when assessing how clear it is. The judgment for #6048: tutelarfiber7's SNES EarthBound "inbounds" in 3:10:11.57 addresses the newly invented label and clearly uses "no out of bounds" and "inbounds" as synonyms, which I fail to see how they can theoretically not be. Is the definition of gameplay bounds the same between both labels? The bounds you don't go out of, are the same exact bounds you stay within. Even if in different games they may be defined slightly differently, building a full-blown movie goal on them means they are defined very clearly. If anyone feels that staying within certain bounds is not the same as not going out of them, please share your thought process.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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The main question is whether aborts (and/or fails) are excluded by the definition of the main goal (100%), and whether there's a chance that a 100% run with aborts (and/or fails) gets done and accepted. If a part of the branch label is implied by another part of it, the former is indeed redundant, so we don't have to list every single implied condition (which would otherwise result in branches consisting of dozens of words). Which part of the goal are implied can be described in the publication description, so there won't be any real confusion.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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EZGames69 wrote:
So this run doesn't do the same BIOS setup as the other published DSi movies do, they start from the moment the DSi asks for user settings. Since there isn't a proper guide on how to do this yet I don't blame the author for not doing this. I have resynced the movie to start from this more consistent startup: https://tasvideos.org/UserFiles/Info/638069337268309936 edit: new link as I forgot to set the re-record count back.
I wrote a guide, which looks good to be a general requirement for DSi Wiki: Bizhawk/NDS#FormatTheDsiNand
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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ThunderAxe31 wrote:
Makes sense, but how much different is this from a regular play? (I mean an "any%" TAS)
"Any%" RTA (there's no TAS yet), uses a different character (because it's faster there) and doesn't fight any monsters (much fewer of them even spawns): Link to video
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Okay this goal is weird. Traditionally we require that the game is completed in an obvious and definitive way:
Movie Rules wrote:
The movie must be complete Your submission must beat the game, or reach the most suitable endpoint the game allows. Single-level or otherwise incomplete movies are not allowed. Examples of suitable endpoints are:
  • A definitive ending, such as a credits sequence.
  • A kill screen, assuming it is impossible to complete even when TASed.
  • If there's no clear ending, end after all unique content (enemies, level layouts, game mechanics, etc.) is exhausted.
But as explained by the author, the first planet is the only unique part of this mode, and the rest of the game is the same as any%, just a bit easier (which kinda contradicts the initial purpose of the branch). Yet I don't feel particularly certain that a branch that makes sense in general is automatically eligible for Standard. But I would personally have no problems with having it in Alternative. Which means it needs some more feedback, about how entertaining it looks and how sensible the goal sounds. For which I added an encode (with proper aspect ratio) to the submission.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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This mode still has a proper ending if you play further, right?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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InputEvelution wrote:
This is probably the only one I potentially have a critique of - I'm unsure exactly what the definition of video screen is here. Does this just mean "the game appears on a computer monitor", or is the requirement here that the game itself display moving visual objects? If the latter, I'd have concerns about text adventures (as well as the few sound-based games out there designed for blind players).
I didn't know there were games only generating audio signal. I know there are some screenless arcade machines, but I haven't heard of screenless consoles or computers. So I'm gonna need examples of such games.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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How about this?
  • A video game is visual. It displays its content on some kind of a video screen.
  • A video game is interactive. It requires repeated user input to progress.
  • A video game poses a virtual task. It requires the player to accomplish some in-game job.
  • A video game suggests options. Which set of in-game options you choose defines optimality and transformative nature of your play.
  • A video game is finite. It has an indication of game completion, or a hard end you can't play past, or a point when the in-game task is no longer fundamentally different.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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It's a warp. It's a part of the level layout, and only appears in the first room, as a block with ID of 4. The game explicitly checks if you're touching it, and if you do, it sends you directly to the last room.
Language: asm6502

collision: A:04 X:00 Y:00 S:F9 P:nvUbdIzc $1F:E5AF: 48 PHA A:04 X:00 Y:00 S:F8 P:nvUbdIzc $1F:E5B0: A5 D6 LDA $D6 = #$1C A:1C X:00 Y:00 S:F8 P:nvUbdIzc $1F:E5B2: 85 D7 STA $D7 = #$1C A:1C X:00 Y:00 S:F8 P:nvUbdIzc $1F:E5B4: A0 14 LDY #$14 A:1C X:00 Y:14 S:F8 P:nvUbdIzc $1F:E5B6: 20 19 C6 JSR $C619 A:1C X:00 Y:14 S:F6 P:nvUbdIzc $1F:C619: 84 D6 STY $D6 = #$1C A:1C X:00 Y:14 S:F6 P:nvUbdIzc $1F:C61B: A5 D6 LDA $D6 = #$14 A:14 X:00 Y:14 S:F6 P:nvUbdIzc $1F:C61D: 29 1F AND #$1F A:14 X:00 Y:14 S:F6 P:nvUbdIzc $1F:C61F: 05 DE ORA $DE = #$00 A:14 X:00 Y:14 S:F6 P:nvUbdIzc $1F:C621: 8D 00 C0 STA $C000 = #$78 A:14 X:00 Y:14 S:F6 P:nvUbdIzc $1F:C624: 60 RTS (from $C619) ---------------------------- A:14 X:00 Y:14 S:F8 P:nvUbdIzc $1F:E5B9: 8A TXA A:00 X:00 Y:14 S:F8 P:nvUbdIZc $1F:E5BA: 8D 8F 06 STA $068F = #$00 A:00 X:00 Y:14 S:F8 P:nvUbdIZc $1F:E5BD: 68 PLA A:04 X:00 Y:14 S:F9 P:nvUbdIzc $1F:E5BE: A8 TAY A:04 X:00 Y:04 S:F9 P:nvUbdIzc $1F:E5BF: B9 64 82 LDA $8264 colPtrTableHigh,Y @ $8268 = #$D0 A:D0 X:00 Y:04 S:F9 P:NvUbdIzc $1F:E5C2: 85 4A STA $4A collision routine = #$B0 A:D0 X:00 Y:04 S:F9 P:NvUbdIzc $1F:E5C4: B9 74 82 LDA $8274 colPtrTableLow,Y @ $8278 = #$81 A:81 X:00 Y:04 S:F9 P:NvUbdIzc $1F:E5C7: 85 4B STA $4B = #$8B A:81 X:00 Y:04 S:F9 P:NvUbdIzc $1F:E5C9: 20 CF E5 JSR $E5CF Breakpoint 2 Hit at $E5CF: $E5CF:EC--X- Condition:K==#1F A:81 X:00 Y:04 S:F7 P:NvUbdIzc $1F:E5CF: 6C 4A 00 JMP ($004A collision routine) = $81D0 warp warp: A:81 X:00 Y:04 S:F7 P:NvUbdIzc $14:81D0: E4 6A CPX $6A = #$00 A:81 X:00 Y:04 S:F7 P:nvUbdIZC $14:81D2: D0 2C BNE $8200 rts A:81 X:00 Y:04 S:F7 P:nvUbdIZC $14:81D4: A9 C0 LDA #$C0 A:C0 X:00 Y:04 S:F7 P:NvUbdIzC $14:81D6: 09 01 ORA #$01 A:C1 X:00 Y:04 S:F7 P:NvUbdIzC $14:81D8: 09 40 ORA #$40 A:C1 X:00 Y:04 S:F7 P:NvUbdIzC $14:81DA: 8D 07 06 STA $0607 = #$00 A:C1 X:00 Y:04 S:F7 P:NvUbdIzC $14:81DD: A9 01 LDA #$01 A:01 X:00 Y:04 S:F7 P:nvUbdIzC $14:81DF: 8D 08 06 STA $0608 = #$01 A:01 X:00 Y:04 S:F7 P:nvUbdIzC $14:81E2: AD 95 06 LDA $0695 warp? = #$25 A:25 X:00 Y:04 S:F7 P:nvUbdIzC $14:81E5: 8D B9 06 STA $06B9 room1 = #$32 A:25 X:00 Y:04 S:F7 P:nvUbdIzC $14:81E8: 8D BA 06 STA $06BA room2 = #$32
Download KuboBG.lua
Language: lua

while true do -- local x = memory.readbyte(0x0420) -- local y = memory.readbyte(0x0440) -- gui.text(x,y,"O") local base = 0x0320 for x=0,15 do for y=0,12 do local typ = memory.readbyte(base+y*16+x) if typ ~= 0 then local color if typ == 1 then color = 0xffffffff end -- wall if typ == 3 then color = 0xffff00ff end -- end trigger if typ == 4 then color = 0xffff0000 end -- warp if typ == 5 then color = 0xffff8800 end -- chest gui.drawBox(x*16,y*16+24,x*16+15,y*16+24+15,color) gui.pixelText(x*16+2,y*16+24+2,typ,color) end end end emu.frameadvance() end
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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The extra libs refused to install right away so I installed steam and launched it once so it updates, and then I did
Language: shell

sudo apt install ffmpeg:i386
inside /usr/lib/i386-linux-gnu:
Language: shell

sudo ln -s libswresample.so.3 libswresample.so
and then I was able to launch libTAS like this and the game ran fine:
Language: shell

~/.steam/bin/steam-runtime/run.sh libTAS
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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The difference I was able to formulate is that the published run uses screen-warp to get to the other side of the screen, which makes the character appear in the next room, because the previous room's exit has been hit by screen-warping. But it doesn't have teleportation across different rooms like in this movie. I'll check what's happening in the code here...
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Fortranm wrote:
Shall [198] SNES Kirby Super Star by Zurreco in 51:02.10 get the "One player in a multiplayer game" tag and be un-obsoleted?
nitsuja wrote:
Note that I use Wheelie Rider kirby a lot, and the helper is lost between games and clearly less important than kirby, so most of the run doesn't look very 2-player.
Hmm... Technically fine probably, and unobsoletion used to only happen for runs that would be accepted by today's standard, but those are both Standard now, so I'm really unsure.
Fortranm wrote:
[980] NES Snow Bros. "2 players" by Randil in 13:56.85 This for similar reason.
Done.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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juzek wrote:
Hi! Dev here. I was browsing my analytics, and found that my highest visits this month are from a website I had never heard of. and I thought "how curious". Nice to meet you all.
Hello!
juzek wrote:
SKRAAGHRHSCH has 10 hit points, but I don't think that matters too much for you.
Can you tell us how initial hit detection works? I only found that the boss kinda collects bullets until a certain point, and only then their damage is registered in the HP meter, which adds some annoyance to movement testing, because you have to emulate farther ahead to see the effect of your hits. But how does the game decide "yeah I've been hit, keep stacking the damage until later".
juzek wrote:
I am honored that my game has been the subject of such activities, and I am curious about where you found it, and what makes a game a good candidate for TAS? I suppose it is easier to do GBC ROMs because you could play them in something that manipulates time, etc, where as a browser-based game is a little tougher, or a game with a truly random generated world may be difficult to maintain consistency between runs. (for instance, https://juzek.itch.io/cellracer is probably not very possible as it currently is, although it would be easy to make an off-line build that is more consistent for you all.
If it's a Flash game, we run Ruffle in libTAS. But its input editor is not as advanced as one in Wiki: BizHawk. Randomly generated game would indeed be hard to figure out, but dedicated people can still work with them in theory, by simply rerunning it with a different initial seed until they like the result (the most advanced users may even disasm it).
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Αsumeh wrote:
Seeing as though I noticed improvements since the submission (mainly the Bowser fight), it may be best not to publish this. But then again, I recall Nach reacting unkindly towards how horrid the hack looks, although you can only applaud the author for trying; the hack series sparked worldwide significance for players and users. It was one of the hardest of its kind anyway. Still, we're better off waiting for staff approval before we can give rise to a new run of this hack. We can't be hasty enough to assume, "Okay, this is good, now let's make a new run." No. We need to ensure the TASVideos staff approves of this hack. Yes, they've lightened up on how they accept ROM hacks, but we can't fully use this to our advantage. In this case, we'll have to take it with a grain of salt; the staff will hopefully handle the rest in the meantime.
Sorry we missed it. We have a thread for posing this kind of info, so when the queue gets smaller we could handle those submissions one by one: Revisiting rejected submissions due to rule changes Actual answer tho, yes, all well done hacks are acceptable now. Wiki: MovieRules#GameChoiceInGeneral
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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ikuyo wrote:
Would the fact that TAS cannot obtain this source of points hurt its judging due to suboptimality? Is the fact that the trick has been done on the Switch version going to hurt the argument for potential version differences?
As long as it has been tried and it didn't work, it's fair to not have it in the run. A movie is only suboptimal if it can be significantly improved with little effort. Does that tech also not work on the original Mac version before porting? Or that requires actual Mac?
ikuyo wrote:
Furthermore, since SWH is an unity game, reverse engineering the code is reasonably easy. Are there any issues with me using reverse-engineered code to potentially prove this discrepancy in behavior between versions? Would it be required to argue that the suboptimality comes from version differences?
Figuring out the real reason is always good, but not required.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Awesome job!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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MarioAtWork wrote:
https://tasvideos.org/UserFiles/Info/638052470398915167 (total timesave of 105f (somehow, didn't expect the textbox to take up so much time))
Improved by 2 frames https://tasvideos.org/UserFiles/Info/638057037840915321
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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The submitted file syncs on both game versions for me, and this one syncs on neither.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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What does Refresh do in the game?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Updated video Link to video
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Darkman425 wrote:
This is gonna be a weird one. So, there's this game that I want to TAS for speed called GG Aleste II/Power Strike II (Game Gear). It's a shmup with the unfortunate issue of (very slow) infinite score leeching so speed is a more appropriate goal. The problem is that the only speed leaderboards for the game that I know of are on the Aleste Collection, which have replays but only has a Japanese release on Switch and PS4. I couldn't find many runs of the game to completion for that version online so I can't be certain of an exact fastest possible completion time, though I think I have a rough idea of the best time. Am I still expected to know these times for beating all known records if it requires either buying the collection (possibly twice if the systems have separate leaderboards) or knowing some folks who can check and verify those times for me?
The point of it being known is that it's out there available to anyone who does basic research. Basically, something easy to find. If it's hard to find, then it's obscure. In which case if it's discovered, we'll just politely ask you to check if there are some useful strats in there. And yeah it should be possible to verify validity of those records anyway. If we can't reproduce some trick, we won't consider it a deal breaker for your movie. And we definitely don't have the rejection bias anymore.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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There's been some progress in what to do with game versions that have their own branches. Title overrides are now displayed in branch tab titles if branch labels are the same. https://tasvideos.org/1466G But now there's also a question of how do we want to name non-USA versions of games. Previously the USA name had to be used even if the movie is made on the Japanese version, to make the movie easier to find. But that was only a problem when navigation was movie based. With game based navigation, you can now have different aliases attached to the game, and user will be able to find it. And non-USA movies still link back to the game they belong to. https://tasvideos.org/140G So do we still need to care what "THE definitive default" USA version is called, and use that name for all other versions? Or maybe each version can now be called according to its release title (barring actual Japanese spelling)?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Figured it out (thanks YoshiRulz for ideas) Download sha1sum.sh
Language: shell

#!/bin/bash echo -ne "\033]0;Drag & drop file or folder\007" prefix="'" suffix="' " while IFS=$'\t\r\n' read -d '' -rsn 1 str && [ "$str" ]; do while IFS= read -d '' -rsn 1 -t .02 char; do str+="$char" done if [ "$str" ]; then # in case your temrinal adds funny symbols on drag'n'drop #str="$(expr "$str" : "$prefix\(.*\)$suffix")" # or #str="$(printf "%s" "$str" | sed -e "s/^$prefix//" -e "s/$suffix//")" find "${str##*/}" -type f -exec sha1sum {} \; fi done
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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