Posts for henke37


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Seconding that encode request.
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I propose that we substitute the traditional screenshot for the trailer video.
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How hard can it be to smash your keyboard and produce about twenty characters of noise? Just write the password down in a password manager application.
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So, do we get a submission that justs pits two cpus against each other too?
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The only emulator that got the timing matching is missing something painfully obvious. The sword is missing at the four minute mark (and again at 8:40). That's a major accuracy failure.
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Idea: Kaiso Mario 64 100 %.
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Encode requested
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Programming is rather easy. It is designing the program that is difficult.
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Mark and sweep solves that issue. But reference counting is still a good optimization even when you use M&S.
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RAII works badly with cyclic data structures. And those tend to occur when two object depend on each other. Which is very common, even in sane designs.
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A plugin which 98 % (not a made up number) of the web has installed. Also, you say that like it is a bad thing to depend on a plugin. I say that it depends on the audience and the content.
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I think that you can do client side browser software in ActionScript 3 just fine. I find it a good first language, since it doesn't bog you down with memory management, has an excellent graphical engine (unlike Java) and has classes. Sure, the language has its fair share of idiosyncrasies, but it's nothing major. It's kinda like Java before it got generics and with a poorer standard container library.
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zwataketa wrote:
Uh, i cant really find out how to get the ram watch addresses for new games. Could someone do that for me (not that ill really need it) if you want to see them? I tried looking at how to do it and i think i fried a neuron in my brain.
You might want to read the Wiki: Ram Search article. About hard mode, are you sure that it only affects minigames and does not have any subtle changes in the level layout? Things like additional enemies and what not. Those changes can be difficult to spot. Are you using frame advance to carefully examine the collision response system and general physics? You really need to determinate exact values for things like character speeds, animation lengths and such. We are dealing with precision work here. Finally, I am not going to compile your various tips for you, please collect them into one big text that I can review.[/wiki]
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Give me a shout if you manage to write up something clear and concise that explains the tricks in the game. I can throw it up on the wiki for you, if I understand the text. I haven't played the game, so please include explanatory notes. And please, test things with savestates and frame advance, we don't care about realtime results. Also, please include some ram watch addresses, there must be something useful there.
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I say, just make a custom bootable hd image and preemptively cut out all the useless parts, like entering the command to start the game and any boot menus.
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Your personal save is irrelevant, the emulator is not allowed to load it for the movie. The movie has to start from an empty state. If your emulator doesn't automatically ignore save data when recording then you must move the existing save data to another location while working on the movie. Of course, if you can present a clear need to start from saved data (like the game using unlocked content) then and only then can you use it. And if you do then you need a verification movie that creates the save.
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It would have gotten more comments if it had an encode.
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Fun fact, all the devkits seem to come with wired controllers, even if the consumer version is wireless.
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TASeditor wrote:
I had been asking myself if there is a RAM adress which represents the camera angle in most 3D games. This can be useful for games that auto adjust the camera or first person shooters when turning around.
Thing is, cameras in 3d space are more complicated than in 2d space. There are multiple possible representations, some aiming to avoid gimbal lock and some other variants just to make the math simpler. And then there are parameters like the field of view angle, as well as front and back culling planes. And of course, there is things related to the camera movement, like inertia and camera control.
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I spot at least three glaring mistakes here.
  • Failure to correctly monitor speed for the zigzag in the middle
  • Random halt of movement in the lower tunnel
  • Failure to correctly aim at the end of level trigger
Oh, and I worry that the movie fails to complete the game. Does the game really only have one level?
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can we get an encode on this? I want to see how badly this is done.
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I think we need a cam hacked version.
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I say that we publish this for now. We can always obsolete it when any improvements are found.
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Poor game, it didn't have a chance to defend itself against all that spatial abuse.
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Did someone keep track on how often each fighter was selected?