Posts for moozooh


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Complete win. Looking forward to 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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Warp wrote:
Also another thing that puzzles me is that governments giving themselves rights to limit freedom of speech is one thing, but why do these proposals seem to always want to give private corporations those same rights?
That is the puzzling bit? You must be a saint. These bills are heavily lobbied by said corporations. It's them who infuse money to have them passed, because they want to secure their positions as the money siphons, and they want these rights for exactly the same reasons everybody else does. It's the neverending circle of money leading to power leading to more money and more power, and some (many) politicians just happen to relate to 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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The opposite would likely be a lot sadder, so it's alright.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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As far as I'm aware, subpixels don't matter for collisions and blast radii.
Eye Of The Beholder wrote:
Also, i'm curious about if the new 100% run will really be slower in realtime. If so, this will be almost impossible to be published. Unless this new run improves the current run by any frame, although this new run will probably be more entertaining, it will be hard to accept an entertainment improvement with a slower run, considering this is not a playaround.
Actually, no, not at all. Judges are not stupid, they're well aware that more precise emulators might end up slower, and the difference might consume all the improvements. It doesn't mean the new run isn't better and thus isn't worth obsoleting the old.
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 might be that the game hasn't finished calculating something (metroid AI? Something else?) by the time you lay a bomb, which, going by the amount of lag it generates, is very expensive computationally. Tracing the CPU instructions would help, but you'll probably be fine with just frame delay testing.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Brandon wrote:
No vote for not even looking like a TAS. You take unnecessary damage, shoot way more bullets than hit, and don't kill everyone. If you're going to try to TAS a really bad game, you have to at least make it a good TAS for us to overlook the possibility of the game being a bad choice.
This.
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:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Truncated wrote:
Does she fall for other guys, who do things differently? Probably. Why wouldn't she fall for you, if you did the same things? I think she would.
I'd say it's less about doing and more about being. Insincerity and imitation are usually seen through at some 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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Grunz is on the list and voted upon, he's not dismissed by any stretch.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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At this point I feel obligated to link this excellent fragment of The Colbert Report episode. :)
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Can that not be solved by having separate hotkeys for different time resolutions? Frame advance: everything as usual. Instruction advance: lets the emulated CPU execute one instruction within a frame. Poll advance: advances to the next moment where a controller is polled for input (lag frames and so on always skipped?).
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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You're a damn hero, Ilari! Finally bsnes's excellent emulation will be put to good use here!
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 is finishing every stage with Yoshi wings the only alternative to finishing every stage with a goal sphere?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Dooty
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'd say early Charge has more untapped potential which hasn't been discovered yet. It will likely only be discovered in the process of actually making the TAS. If anything, it doesn't seem like it will cost any tangible amount of time even if it turns out to be the wrong choice...
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Is the PSX version sufficiently different from the GBA version? If so they could as well coexist, though I agree that the goal should indeed be different.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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bahamete wrote:
Updated testrun.
I remember being disappointed by the extremely pedestrian solution to most of the stages in the old 96-exit run, which was flying over/under them in a straight line, but at least it resembled normal gameplay somewhat, and Mario flew through different stages. This new strategy is like the opposite extreme that is shorter but not even a little bit more fun to watch. The novelty of this trick wears off pretty quick, and what you're left with is nonsensical action repeated with little—if any—variation. :( Though I admit, the way you ended Outrageous in that test run made me smile a bit.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Seriously now? Anthropic principle is a philosophical construct that merely speculates on the very particular input that lead to a very particular end result, and looks at it from a particular side—that it's the input that fit the end result, i.e. humans, not the other way around. It says so right there in the article. In the lack of other input data (different fundamental constants, for example) and other end results (solid, tangible proof of extraterrestrial life) it's just something to ponder upon when sapping tea with crackers, not to use as a proof or evidence or and kind of solid argument. In other words, we have no way of knowing what life would look like if something was (slightly) different. We have no way of knowing if life would or would not exist if something was (slightly) different. It is impossible to prove or disprove.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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sudgy wrote:
if anything was different, we wouldn't exist
— ?
sudgy wrote:
It is impossible for life to have been made randomly (I can show evidence for this if you want)
???! Please explain.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Excellent! Adding Carl to the team will surely speed up the process, seeing how quick he did away with the any%. :) I already envision where improvements from walljumps will be, gonna be awesome.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Nice gun!
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Looking forward to 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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You can also charge it while in morphed form by holding down, IIRC, that way the bombs fly farther. No particular application to that, as far as I'm aware, although a possible application would be a reasonably long morphball tunnel ending with a bomb block and the player having Charge beam and no spare powerbombs. To be honest, I don't remember anything like that in typical SM routes.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Go to Options -> Input -> Customize all commands, set up the frame advance key in a way so that it's comfortable to press it when other keys are pressed (I prefer right ctrl; I press it with my thumb while the other fingers are on arrow keys). To use it, hold keys you would like to have pressed on the next frame and press frame advance once. What happens is that the emulator registers all the keys you have held as "pressed" on that frame. The result won't be immediately obvious, as many games won't react to the presses immediately (there is usually a lag of 1 to 4 frames), and some need certain keys to be held for several frames consecutively to properly execute the in-game action. At some point you will have to memorize or write down some of the simple sequences that give the desired result, such as: "hold jump for three frames to jump up a 16 pixel high block", "press fire every third frame to shoot as quickly as possible", etc.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Try with something like 15%-25% first to get the feel of playing in slow motion, then move on to frame advance; that is, moving one frame at a time. It's more convenient than 6%, and more precise as well: it only advances when you want it to. Don't worry about inaccuracy, it's inevitable. Your job is to gradually minimize it until it isn't noticeable anymore, or until your tools are too inaccurate. At that point you should switch to more accurate tools.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.