Posts for moozooh


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As in every other SNES (assuming USA/Japanese region) game, 60.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Umm, yeah, I guess heading for the Brinstar map room wasn't that much of a "Master" idea... since I got trapped there due to not being able to kill the crawling creatures. >:(
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Yes, I've already walljumped up the wall, and currently finishing the gauntlet. Damn, this hack makes Redesign look childishly easy in comparison (at least in certain parts that is so).
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Lol, nice one, Tub. So I've stuck after killing the Torizo. My intuition tells me that I have to IBJ in the outdoor area, but I can't do that in realtime. :\
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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qFox wrote:
sounds like a ... hack to me ;)
Wow, that's so profound! EDIT: Haha, nice: the first SM hack with altered title screen. :) EDIT 2: First try on the escape was successful with almost 2 seconds left (wow, I'm good). :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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Dromiceius wrote:
What's a VAVAGON, anyway?
It's his name, DUH!
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, I meant not only adding the rerecording capabilities (they may indeed wait a bit, until the emulation is fairly stable), but literally anything a good emulator should have.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Mukki wrote:
DS emulation is low at the moment because it is still a relatively new console, but I think it can be emulated fairly easily. Top screen can be played normally and the touch screen can be emulated by co-ordinates or something like that.
Right, and what's even more delightful, it progresses fast. Using the touchscreen in a TAS would be much easier than doing the same with analog sticks, since you can just point the mouse to the pixel you want and have the mouse button autoheld at frame advance. Besides, since DeSmuME is open-source, anyone knowledged enough can start improving it now.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Bisqwit wrote:
The thing is, a framecount is not even saved in the database. Instantly when reading the file in, it converts it into decimal number of seconds using a movie specific FPS value, and saves that [number] to the database.
I guess saving the framecount as well isn't an option?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Bisqwit wrote:
Sure it does. . length = frames / FPS
I meant just the number of frames.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Hm. But why converting it back if the database engine has already extracted the required data? Raw frame length doesn't depend on FPS values…
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Bisqwit wrote:
Precision of hundredths of seconds: 0.01000 seconds. Precision of frames: 0.01666 seconds.
I wrote:
Frames are indivisible, and you can't divide 60 by 100 evenly; hence all the numbers are rounded, which essentially makes them less precise.
Bisqwit wrote:
I'm not changing this to frames, at least not without changing the entire time to frames.
But could you at least add the raw frame length to the submission page?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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xoinx wrote:
Eh, I think you misunderstood Mukki, from what I read, it sounds like he is saying that frames are more precise, but would lead to confusion...
Hmm, yes, it seems you're right.
xoinx wrote:
And what if certain games do not playback at 60fps? I know that Prince of Persia doesn't, and I believe some N64 games do not as well. Would the 60 frames measure be accurate still? I doubt so...
While certain games do not, both the respective emulators and the resulting AVIs run at 60 FPS, and there are less than 10 movies with PAL timing on the site. My main problem with millisecond count is that with so much rounding involved, it's much harder to calculate the residual frame count (and the actual number of frames can only be viewed by loading the movie in the emulator, just like that).
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Mukki wrote:
It is more precise, yes
Nu-uh. Frames are indivisible, and you can't divide 60 by 100 evenly; hence all the numbers are rounded, which essentially makes them less precise.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Mukki wrote:
I thought it was counting tenths of a second, not frames.
Whether this is the actual explanation or not, my point is that it shouldn't be like that, since frames are both the least indivisible units applied to emulator movies, and the main measuring unit at this site.
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 brought a nice sack of confusion to my brain, though. For instance: NES Super Mario Bros 2 (USA,PRG0) in 07:53.32 by Paul Acito (aka. DonamerDragon) — Obsoletes movie #400 (07:53.63). Having lower frame count on a shorter movie, that seems logical. NES Super Mario Bros (USA,PRG0) in 04:59.93 by R.Yoshizawa (aka. Pom) — Obsoletes movie #263 (04:59.60). *permanent brain damage* In addition to that, the practical reason of having frame counter with a scale of .0—.99 instead of more precise and realistic .0—.59 is beyond me.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Yes, he's working on a new version and already gained ~6 seconds or so.
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 was an enjoyable run, despite the text being in Japanese. And it also was tightly optimized. All in all, a well-deserved yes vote. Also, Parrot14Green, you may want to update your signature since you're already done with this run.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Haha, no way, Nach. Is this the version of ZSNES that finally has bulletproof rerecording? Please tell me it is so!
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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SM only; and only for air or water with gravity suit on. I need to do some corrections to it, though.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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JXQ asked me to determine the fastest walljumping strategy, so I came up with… …The indepth walljump mechanics essay™! :D So I decided to post it here for the sake of it. Starting from the first frame of jump (basically, the next one after you start holding the button) without the speed booster, Samus's vertical speed goes right to 4.875 px/f, and deccelerates by 7168 subpixels (~0.11 px) per frame. On 45th frame, the memory address will show a strange value (which apparently doesn't affect anything; it merely serves as an inflection point, thus the Y position doesn't change), and starting from the next frame, increase at the same rate of 7168 subpx/f (unsurprisingly, that means Samus starts falling). Reminder: Samus's horizontal/vertical speed meters show how much distance will she travel on the next frame of continuous motion. Releasing the jump button on frame n, except 45th (when it is no longer needed to maintain the maximum height), leads to an immediate loss of the upward speed, however Samus will start falling only on frame n+2, granting an additional frame of floating inbetween. For the fastest walljumping, you need to fly from the wall for three frames, releasing the jump on a second of them, and pressing it again on the third. Each successful walljump will reset the vertical speed on the next frame after pressing jump, and will start with a speed of 4.625 (0.25 px/f less than from the conventional jump!) with the same decceleration rules applied. So, according to my calculations and tests, the fastest walljump sequence is: EDIT: removed until I'll get how the hell to determine it correctly. :|
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 worst thing about morphball is that Samus comes out of it crouching. If she is on the ground, she stays like that if nothing else is being held; if she is in mid-air, she starts falling on the next frame. The only way to avoid the slowdown is to avoid the crouching stage which is [currently] impossible.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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No.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Then give me your .zmv and a version of ZSNES to use to watch it.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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DeFender1031 wrote:
the metal hatches that close as you run towards them. JXQ got through them with the arm pumping trick, i can't. I can't send you an smv, for i use zsnes. if you want a zmv, i could accomodate.
Oh, I think I get it. You mean those metal gates (not hatches), like the ones on the crumble bridge just before the early Super Missiles in Brinstar, right?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.