Posts for moozooh


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Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Dromiceius wrote:
In other words, it allows me record my performance from one WIP, and compare it my current WIP in realtime.
I would like to express my love towards this whole project. You can't even imagine how much of an impact it may have on unassisted speedrunning.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Reasonably, most games TASed so far have been released in US and/or Europe. Consider the amount of very weakly explored Japan-only games library for each system. I'd say there are at least 50, most likely more, games to be TASed on NES alone.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Nevermind. I just tried it, and it didn't provide the effect I hoped it would help with, which is: canceling upward CWJ's speed boost. Why would I want to do that? It could help saving a frame each time you can jump a frame earlier to climb up a ledge you're running under where an upward CWJ would bring you too far from the ledge to continue walljumping or land on it on time, and turning around at the last frame wouldn't let you clear the ceiling. Sounds confusing, I know. :D
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Indeed, I remember it mentioned by Michael, but never knew what it was, until I completely forgot about it. I actually have a few rough ideas on when it can be used, which I will try to test in the evening. That sneaky Michael, amazing how many tricks he's found. [EDIT] Re-checked it, and it actually was BoltR's find. Sorry BoltR!
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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1. New entry rules have prevalence over obsoletion rules. 2. Super Metroid, Metroid Zero Mission and Metroid Fusion all had ingame-aimed runs published (even when obsoleting existing movies). Also, Sonic. 3. Formalities suck.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Looks very clean now! Yes vote for a third category.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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wicked wrote:
how do i vote?
Since you've asked this question, the short answer is: stay at the forums and contribute however you can, soon you'll be able to vote in any poll. It's because permissions are granted manually at this point.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Finally managed to watch this today, and I should say, this looks and feels like it's Saturn's RBO run being reborn in your hands, Kriole, to which some small mistakes pointed out above contribute in some nostalgic manner. The run I was waiting for about 1.5 years. Just great! Looking forward for further progress, Maridia especially. Are you going to make a second version afterwards?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Petition for a high quality 60fps .avi file. :) I can host it on my Diino account, if you want.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Warp wrote:
Why are you talking as if the rewinding function would *replace* savestates instead of existing besides them?
No, I'm addressing the point the way you brought it up yourself:
Warp wrote:
Btw, those things would mostly go away if someone finally created a rewinding feature to the emulators
…and my opinion is no, they wouldn't, at least not "mostly" by a long shot — they are to be addressed in a different way, that involves objective-oriented approach. Without addressing this problem, "when to make a savestate" would just be substituted by "how far back to rewind", and so on.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Tonski wrote:
Casual users won't notice the 1-2 saved frame(s) in that room anyway. Why spend too much time on it, Cpadolf's strat is very good.
Well it's the fact that it's very good that made us spent time on this strategy, otherwise I'd just use the previous one. Though it won't change anything at this point because evilchen decided we're using his version which is largely the same (and any further improvement will have to wait until low%v2).
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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That's useful info you put up right there. AFAIK, each sloped block is the same 16 pixels wide. If we know what pixels should be "skipped" inside each block to not lose contact with the ground, the formula that determines how Samus's position changes on them, and the amount of identically sloped blocks in a row, it should be possible to calculate the optimal path with the least amount of pumps skipped with the use of a realistically manageable script. With unrealistically small usefulness, since the slopes are either too small or have other obstacles on the way. :\
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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I don't know Lua yet (though I plan to learn it in the foreseeable future).
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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The unfortunate part is that almost all slopes aren't straight lines. Based on my experience, they should actually look like a sinusoid going 1/4 a cycle each block, hence why a miniscule change in subpixel position means a drastic change of incline factor (basically, on such slopes, Samus's vertical movement is constantly alternating between going "slightly down" to "almost falling") that modifies vertical speed of the arm cannon projectile (the variation isn't that big, though, but there's no easy way to get the modifier you need). That combined with the fact that Samus moves 4.75 pixels per frame at full speed, and that arm-pumping makes slope advance somewhat nonlinear (you skip a horizontal pixel worth of incline changes or something), makes it very hard to construct a mathematical model without making it directly out of the game engine.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Sure I will. It doesn't leave me much hope for success, though, given how unpredictable dealing with slopes is: even if you're faster at one point, you may get fucked over two screens later exactly because you were faster. My experience with SMR is very rich on this assholery.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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It didn't mean we were doing it every day for all this time akin to Taco doing Ceres, it's just that no-one really had the motivation to optimize it. :) Well, except evilchen, who I know dedicated a lot of time to it and managed a 298 runthrough by himself (somewhat differently from hero's version). I don't know which version to go with, as I don't feel too good about involuntarily "waiting" for players not directly involved with the project to achieve what I want and reap their results afterwards, so I'll leave this decision to evilchen. On a lighter note, this weekend promises some TASing time, as long as nothing unexpected happens.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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I was busy with work all previous week (not even being at home almost the entire weekend, actually), so I had to postpone it to this weekend instead.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Well, rewinding, say, 100 frames back will take you noticeably more time than loading a state you made there, no? Assuming you won't go to options screen to readjust rewind intervals each time (that would kinda defeat the purpose of making stuff handier).
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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The reason rewinding won't substitute loading a state is that loading is instantaneous and you can have states with multiple branches, while rewinding will only take you back to the beginning of the current branch, which I believe was what Phil was talking about. The "problems" described by gbagcn are not even problems at all if a player uses at least some form of savestate management (which they obviously should).
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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So I guess we need one arcade Gradius III run that kills all enemies on a very high loop then, to obsolete both published movies?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Soulrivers wrote:
In my opinion real speedruns offer more choices as you have to choose from which tricks you can preform consistently and which ones you can't.
While this is undoubtedly true in the long run (sorry for the pun), it can vary from game to game quite much. Like when you're pretty much forced either to go with one safe method or rely on luck completely in some highly nonlinear segment, in a TAS you're presented with a multitude of possible methods to go with, and even though in the end there will only be one-two optimal input sequences, finding them may prove to be hard, if not impossible, task. Games like Monopoly illustrate this pretty well.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Record-reset is supposed to be v10, yes.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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MAME is out of question since it gets emulation updates every month or two.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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I'll watch this later, but until then, I vote for this screenshot, except without the frame counter on it. Has anyone noticed NVA's screenshots are darker?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.