Posts for primorial_soup

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Experienced Forum User, Published Author, Player (87)
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26 seconds improvement on such a sort movie doesn't seem like it should be possible. If the previous run merited publication, this one surely does. The run is rather repetitive though. When Kiri was kidnapped for the fourth time, I found myself saying outload "not again!" Fortunately, the run ended soon afterwards. I vote 'meh'.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
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No need to hurry... make sure you do the best job you can.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
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I have high expectations for this run. I can't wait to see it :)
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
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Ahh, very nice... I didn't think of using the turbo booster through that one curve! ;) There was just enough room that it didn't pull you off the track. One thing though: your start screen isn't optimal. You could have pressed start 4 frames earlier. On the map screen you also hold select for two frames instead of one, which naturally would have saved another frame. Things like this are best resolved with frame advance instead of slow down. Other than those 5 frames (picky, I know), this looks really good, and I'm glad to see that you're giving it another try. You should probably make a topic on the NES forum so people can track your WIP and give you feedback for each individual track. Keep up the good work! :)
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
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adelikat wrote:
any chance you will try to turn that wip into a completed run?
Most likely not... not any time soon anyway. If anyone else wants to use it, feel free. At very least it gives a mark to shoot for.
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Experienced Forum User, Published Author, Player (87)
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Randil wrote:
I made an attempt of the first level myself, without hitting the sand even once, and breaking as little as possible, and I got the exact time, by the frame, as TheSwordUser. So supposedly, hitting the sand as little as he did doesn't slow you down.
I also did a test run for comparison. I was able to do track one without touching the brake at all, and only going off road once. Overall time saved was 162 frames. Lap 1: 0'52"6 Lap 2: 1'41"7 Lap 3: 2'18"2
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
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Where to begin. I think I'm just going to start by writing general thoughts, and hopefully they'll somehow mold themselves in to a coherency. Game physics. One difference in this game from the original is that going off track slows you down. Not too much though. In RR1 as long as you kept the accelerator down, you maintained speed, it just prevented you from accelerating. However, like everything, this can be used to your advantage. Rear-ending a car instantly slows you down to that car's speed. If the speed difference is great enough, it will actually wipe you out. I was happy to see that didn't rear-end any cars in your run, as was *very* common and usually completely unnecessary in the published RR1 run. But that's just one thing. Side swiping a car doesn't slow you down at all, but does push you quite a ways away from the other car. This can be used and abused while going around corners, which you did, but not nearly as much as possible. I'll get to that later. Hard braking slows you down a lot (makes sense, eh?). Usually (I'm hesitant to say always), it can and should be avoided. Other cars are triggered when you reach a certain point in the track. Many of them change lanes, sometimes to a set pattern. Other cars (I deem them 'enemies') will deliberately change lanes in front of you and/or attempt to run you off the track. Many times their position can be manipulated right before a turn so that you can side-swipe them without having to slow down. Hit boxes are rather small. It is possible to pass a car in the outside lane *on the outside* even if there are poles along the road. This can help set you up for an oncoming curve. It's even possible to pass in between two cars right next to each other. Not while traveling on a straightaway, but while going around a curve. What happens is you end up side swiping the outside car, which throws you into the adjacent car, which throws you into the outside car, etc. If you time it right, the last collision will be with the outside car, which will place you high on the inside of the curve. If you time it wrong, you'll end up off the track... but this shouldn't be a problem for a TAS. This process doesn't slow you down at all. The runs. While watching Saturn's RR1 run, I wasn't convinced at all that it was optimal. In fact, there were many tracks which I was quite sure were not. This run doesn't fare much better. In general, it is a much better strategy to go off the track a little bit before a sharp turn than to have to brake in the middle of it. Sometimes this isn't possible due to poles, but often it is. The curve right around frame 46000 is a prime example. Open road, no cars, no poles, and then a sharp curve that you end up holding the break down almost entirely through. Up to this point I had only observed minor mistakes, but this one made me throw my hands up in the air. Not much later, around 50000, you did it again. I really have a hard time understanding this, because in the previous track, I saw you go of the road before a turn when it was unnecessary. Another great alternative to breaking is to let off the accelerator a bit. Around frame 71000 you bounce of a car to maintain speed. But then you immediately brake afterwards, because it was a very sharp, very long turn. A much better way to have handled this, would have been to let off the accelerator after the first side swipe, so that you were travelling the same speed as the other car, and then continually side swipe it for the entire curve, or as many times as necessary. Something you noticed very late in the run is that at the finish line, running into one of the flags is a lot faster than braking down. I'm not sure if this can only be done on tracks which end on a curve, but if this can be done for all tracks, it definitely should be (side swipe, perhaps?). I don't mean to discourage you at all. This run isn't poorly done, but I think the low re-record count shows. I think a well done Rad Racer II run would be a good replacement for the existing RR1 run. However, I feel that this run could be improved quite a bit, which is why I'm voting no.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
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moozooh wrote:
This one is really ugly, y'know. ;) However, seeing both glitched and unglitched runs is the option I'd choose.
Particularly if the glitched run was a lot shorter than the unglitched.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
Joined: 1/15/2006
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Harsh reviews. I owned both RR1 and RR2, and I found the gameplay in the sequel to be quite superior to the first; better controls, better track variance, better music, etc. My dad even claims to have driven on the actual highway that the Big Apple stage was modelled after (sure dad, whatever you say). Of course I'll need to wait until after I watch the run before I make a judgement, but my gut feeling would be that if only one of the runs should be kept, it should be of the sequel and not the original. This run is even slightly shorter.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
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xebra wrote:
I can beat you both, but you won't like it, I guarantee it!
I'll withhold judgement until after I've seen it~
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
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I disagree with both of you (JXQ, your attempt to end this thread has failed! Haha! Err... yeah...).
HiddenGamer wrote:
...there is only one God and eventually we are all going to be judged.
Perhaps, perhaps not. I think what's important is to live one's life according to one's own principles; what one believes to be good. No one can claim to believe that such things as stealing and murder are good, because they would not want these things to happen to them. People who choose to do such things do so with the knowledge that it is not good. Should I come to judgement and be asked to explain my actions, I feel that I would have no trouble doing so.
Ozmodiar wrote:
If your computer can't handle a simple video codec, then you don't deserve to see it anyway. Not as punishment for having a terrible computer, but because you are an inferior human being.
Because naturally the value of a person is determined by the size of their e-penis. The most meaningful purpose for life that I can think of is the pursuit of happiness. If stroking your e-penis is what makes you happy, then I suppose I really can't discourage you from it. EDIT: Grammar error. Thanks Truncated.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
Joined: 1/15/2006
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This problem was posted a really long time ago, but I figured it wouldn't hurt to dig it up again:
Gorash wrote:
Write the shortest program that reads space separated arguments from STDIN and prints all permutations of that list on STDOUT. Shortest means in byte of sourcecode. Using packages that do it for you is not allowed of course. Example: program < echo 1 2 3 should print: 1 2 3 1 3 2 2 1 3 2 3 1 3 1 2 3 2 1 in this or another order. I don't know about other languages, but it's a funny thing in perl...
Gorash wrote:
Here is my current minimum:
-nal
sub p{@_?map{my$e=$_;map[$e,@$_],p(grep{$e ne$_}@_)}@_:0}map{print"@$_"}p@F
I originally wrote a solution in Scheme, which wasn't very short at all (175 bytes or so), but I've recently gotten into Python one-lining, so I decided to give it another shot.
def f(n,v=[]):
 if[f([j for j in n if j!=i],v+[i])for i in n]==n:print v
Usage: >>> f(list) 4 bytes shorter including line break and indentation ;)
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
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I figured I'd post an update. As I said, stage 4 is a little longer than most, but I think it turned out pretty nicely. Since it's an enclosed room with enemies on both the floor and ceiling, I chose to use the Sickle and Chain, which I think was the right choice. The boss battle is kind of weird... it's two boxes which try to crush you. In order for it to die, you need to do lethal damage to both boxes; because they start so far apart, I basically do them one at a time. Stage 5, as mentioned, is just a vertical ascent. I think I've found the best route. The boss battle in the movie is not frame perfect, and will be redone. I figured y'all might appreciate an update though :) EDIT: Oh yes, the WIP is in the same place as usual.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
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I read your comments before watching the run. I almost wish I hadn't. Some of the glitches were so unexpected that it would have been nice not to know about them, simply for the "No way!" factor. One of the things that really bothered me about the existing run was the use of the so-called "Wild Warp" cheat code, which makes the gameplay extremely hard to follow. I do have few questions. Right before entering Mt. Sabre North, you use the No-Ball-Save glitch a second time. Maybe I missed it, but was there a reason why you needed to switch back to the wind sword? Also, around frame 55000 or so (when you're leveling on the 'blue spiny things'), I noticed you changed your strategy midway through, to something quite obviously faster. Certainly it would have been worth it to rewind a couple thousand frames to redo the first part if it would have meant saving a few seconds of time? At any rate, this run is very impressive, and introduces a lot of new glitches, techniques and sequence breaks. Even though it is several minutes slower than the "Wild Warp" run, I still think that it deserves publication.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
A bit more than 24.1 Wow, it's already been a tenth of a year since my birthday.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
Joined: 1/15/2006
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Mukki wrote:
I think wind speed might depend on the quality of the player, which could prove annoying if the player is perfect :p
I think this is actually a good thing. Shooting in high wind will make the game play more impressive.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
primorial#soup wrote:
I like this idea. A lot. It might actually work, depending upon how hard a L230 Oddish is to kill. My assumption is *very* hard, but I'll definitely be trying this out.
Wait, nevermind. I'm dumb. At this point I'll have a level 131 Mewtwo at my disposal. Killing the Oddish should be a OHKO. Powerleveling is definitely looking like the tactic of choice.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
JSmith wrote:
Could you duplicate Exp. Alls and then bump off a few lvl230 Oddish to quick-evolve a few pokemon? Expecially since you're using Oddishes to glitch 2 other pokemon already?
I like this idea. A lot. It might actually work, depending upon how hard a L230 Oddish is to kill. My assumption is *very* hard, but I'll definitely be trying this out.
JSmith wrote:
Could you put your route up somewhere? it would make suggesting stuff easier.
You asked for it, you got it. This is the route as I have it planned up to Cycling Road. This is likely to change, as I really don't think I'm going to have 22000 extra $currency_units by the time I get to Celedon. In fact, I know I won't. In my published run, I have just over 18000 when I get there. This is without buying a ton of Poké Balls along the way. As Omni suggested though, I might be able to sell a few items... such as the Nugget I have and perhaps a few Rare Candies.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
Joined: 1/15/2006
Posts: 333
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Update: ThiefAlucard has now added the following text to all the videos he took from this site:
ThiefAlucard wrote:
Im not the one doing this movies. The site I got them from are tasvideos.org but I got permission. If you want to see more of this videos go check that link.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
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Taipion has a director's account on youtube, and actually already has a few hundred runs posted. All with proper description and credits, of course.
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Experienced Forum User, Published Author, Player (87)
Joined: 1/15/2006
Posts: 333
Location: Bangkok, Thailand
SXL wrote:
great work as always. stages seem so short, are there still a lot left ?
Only four more actually. Stage 4 is a little bit longer than most, but Stage 5 is just a vertical ascent (or was it Stage 6?). With precision jumping it should take about ten seconds to reach the boss. I think I over-estimated the length of the run as well. At the rate things are going, this run will be easily under ten minutes (more like seven to eight).
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
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There are actually two Moon Stones in Mt. Moon. Since I'm avoiding the Rocket Game Corner entirely, I'll be picking up both of them there. I think I've solved my Dratini problem as well. It turns out that one can be glitched from an unavoidable encounter in Fuschia Gym, so I'll probably be doing that, and then biking/surfing to the Super Rod on Route 13. I've also been rethinking a lot of encounters. It's often the case that I'll need to Teleport or Escape Rope back to Cerulean as part of the Route, and not specifically for glitching. An example would be Teleporting back to Cerulean after trading for the Mr. Mime on Route 2. The last pokémon I will have seen will be Dugtrio, which I could use to glitch an Arbok, instead of having to feed 15 Rare Candies to the Ekans I glitch later, and having to watch it evolve. I think this would save a good deal of time, and I'm sure this isn't the only instance where a similar situation could be abused. This adds a new level of complexity to the planning, but could add up to several minutes, particularly if it avoids having to fight some of the unnecessary trainers I was planning to use for glitching. I'd also like to get the number of Rare Candies needed below 257, so I won't have to glitch them more than twice. My current route uses 355. On a side note, this won't be updated for a while. I'm traveling to the states on Sunday to visit family and friends, and I really don't intend to spend my time in front of a computer. I will be dropping by the forums on occasion though :) EDIT:
Bag of Magic Food wrote:
I've heard of a glitch for evolving stone-evolution pokeymon without a stone, but I'm not sure how useful it could be. Has anyone looked it up?
Apparently, this glitch only works for Pokémon Yellow. What you do is have a specific pokémon (corresponding to the correct stone element) second in your party, and the pokémon you want to evolve first. Then, level up the pokémon and it will evolve. However, even if this were possible in R/B, I think switching pokémon around and then using a Rare Candy would still be slower than just using the proper stone. I need to stop by the store in Celedon anyway to buy the Poké Doll, and as luck would have it, the stones are sold by the same clerk.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
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Posts: 333
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I've finished manipulating the explosions for stage 2. I was able to find the memory location for the explosion timer, which is D6F2. It seems to always be a random value belonging to the set [3, 7, 11, 15, 19, 23, 27, 31], which means an average value of 17 frames. There are 30 explosion, so by manipulating a 3 value for everyone, one can save an average of 420 frames. I actually saved 460 frames over doing nothing. Manipulation was actually a lot easier than I thought it would be. During the 3 frames of the previous explosion, I simply tested various combinations of the arrow keys. Out of the 256 combinations, hitting a one in eight chance is not hard at all. The result looks like a bad attempt at dancing, but for 420 frames I don't think anyone can complain. Current WIP. Enjoy :) EDIT: Above link is now completed through stage 3.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
Joined: 1/15/2006
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thegreginator wrote:
You didnt explicitly say this, but I'm assuming you're going to get 128 pokeballs (or some kind of balls) as well as the rare candies, right?
I hadn't actually planned on it. One strategy for the run would be to catch everything possible, and then evolve them one after another afterwards. If I were using this strategy, I would certainly glitch Poké Balls instead of Rare Candies in Cerulean. But I think it would be better to level up the pokémon as they're caught, and then make regular trips to release them. In the process, I can let up to 20 pokémon be automatically sent to the PC, ones which don't need to be evolved. This will save me time switching boxes and withdrawing pokémon. I'll have to stop to buy Poké Balls every now and then, but I think this is still a faster approach.
Swedishmartin wrote:
Get some glitch pokemon too.
I had considered this as a secondary goal, but if one is going to catch a certain glitch pokémon, then they had best catch every variety. To my knowledge, this would account for fourteen more pokémon. I decided that this would add too much unnecessary time to the run.
Maza wrote:
To make the more entertaining (most likely), you should catch pokemonst through out the whole run, not just leave the catching to the end part. Or at least that's the idea I get from the current WIP.
This is indeed the plan. It may not look like it so far, but all of the pokémon that I could have already caught (nidoran, pikachu, ratatta, pidgey, caterpie, weedle, etc.) can be caught at higher levels later, requiring less leveling up, and in more convenient places. As you may have gathered from my notes, the run will be ending will a small glitchfest in Cinnibar; this really can't be avoided. No need to worry though, I'll be catching and evolving the entire way through :)
Cardboard wrote:
This sounds pretty interesting. Estimated length?
I'm estimating around around two hours, give or take. Other things I forgot to mention in my original post. I'll be using Gyarados again as my main battler, as I think that has proven itself to be the fastest strategy. I also neglected to mention that I'll be catching a Clefairy in Mt. Moon, as well as picking up several Moon Stones (small detail, really). There are still a few things to be worked out, however. The biggest of those is how I'm going to get the Super Rod before Safari Zone. I need it, because that's the only place to get Dratini. The problem is such: the Super Rod is on Route 13, a route completely skipped in a normal run. Furthermore, the second Snorlax, as well as several unavoidable trainers are on the way to it. I had originally thought I could just Surf around them, but of course I'd need to have been to the Safari Zone beforehand. The alternative would be to visit the Safari Zone twice, which I'd really like to avoid if possible. Ideas are welcome :)
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
Experienced Forum User, Published Author, Player (87)
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This game has an awesome story line. It's a shame that the game play is so repetitive though. They should seriously do a remake of this game for a newer console.
print reduce(lambda x,p:p/2*x/p+2*10**1000,range(6643,1,-2))
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