Posts for sgrunt
sgrunt
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.226 on the first reaction time test (which I did second); .238 for the second. I also see the same error as Bisqwit for the delay test.
sgrunt
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rogueyoshi wrote:
[...]i think this belongs in the snes games section.
I agree, and I've moved it here. EDIT: Re the hack itself, it's just one of those generic high difficulty hacks. While a run of something like this would be good for showcasing glitches, I'd much prefer to see that done in the context of levels meant for actual normal game play - say, in a 96-exit run or a 120-exit Super Demo World run.
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Oh, hey, I vaguely remember this game! It's colourful, reasonably fast-paced, and there's a variety of available actions besides running, (one type of) jumping, and shooting (not to mention the stages where there's an alternate form of transportation, such as the bike escape). I give this a yes vote, and an encode: http://www.archive.org/download/GenesisTheRenStimpyShowPresentsStimpysInventionByMatoIn0718.13/stimpysinvention-tas-mato.mp4 Streamable thus: http://www.zexsoft.com/aktan/?GenesisTheRenStimpyShowPresentsStimpysInventionByMatoIn0718.13/stimpysinvention-tas-mato
Post subject: Re: BIOS Issue
sgrunt
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Dooty wrote:
The PlayStation BIOS name is derived from the console model, like the SCPH1001, SCPH7502 etc. There's no PlayStation model (U) (v4.1). My guess is that he is using a normal BIOS with a fancy name.
SCPH7001, in this case.
Post subject: Re: BIOS Issue
sgrunt
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arukAdo wrote:
Because using the 1001 (default one used by ALL our movies) result in different timing, this would be the only reason, else you have to specify in rules you can take ANY bios and its going to be the fuck fest to know what bios is faster than the others, just to whore on few frames
In the future, we should mandate one (I believe it's been brought up on IRC that an exception would be made for this run since there's no official line on the issue at the moment).
Post subject: Re: BIOS Issue
sgrunt
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Nach wrote:
Does this game play on a real system that uses this BIOS? Is the BIOS official?
To the best of my knowledge, yes and yes.
sgrunt
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This gets a Meh from me. The commentary did indeed make things more interesting, but it seemed to me that around 90% of the game play was walking (and/or jumping) back and forth. That having been said, it does improve a previously published run and people seem to enjoy it, so I suspect it will end up being published anyway. Congratulations.
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Okay folks... a long-awaited encode! http://www.archive.org/download/N64MysticalNinjaStarringGoemonIn20449.35ByZggzdydp/mysticalninja-tas-zggzdydp.mp4 The container's an MP4 partly as an experiment, and partly because it allows the result to be streamable (much easier than trying to split this into 7-8 chunks to be individually uploaded to DM). Using Aktan's player, you can view the stream here: http://www.zexsoft.com/aktan/?N64MysticalNinjaStarringGoemonIn20449.35ByZggzdydp/mysticalninja-tas-zggzdydp EDIT: By the way... I vote meh on this. It's just too long of a run with too little variation (IMO) in what's going on.
sgrunt
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Two years later... HAPPY END! However, I want to see the new boss fight as part of this run before I actually vote.
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It's my understanding that YV12 is equivalent to YUV 4:2:0. You may have better luck looking for the latter.
sgrunt
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Aktan and I are actively working on this, so don't worry too much. (Do continue experimenting if you already are; it might take a while for this to go anywhere before one of us has something worth uploading.)
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Kitsune wrote:
I believe the new Loderunner GBA TAS uses a password also.
Nope, it doesn't. However, using a password to unlock harder difficulties can and has been done on the site.
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Warp wrote:
2) Give an example code where using static_cast gives a compiler error, while using dynamic_cast compiles and works ok. The only difference between the two cases is the keyword, otherwise the codes must be the same. Also explain why this is so. (And no, this problem does not involve precompiler macro trickery or anything of the sorts. That's not what this problem is asking. It's about the semantics of static_cast vs. dynamic_cast.)
Just had to tackle this one - it reminds me of working with a particularly nasty class hierarchy once where I needed to put this knowledge to use.
#include <iostream>

class typeA {
  public:
  virtual void someMethod() {
    std::cout << "typeA" << std::endl;
  }
};

class typeB {
  public:
  virtual void someMethod() {
    std::cout << "typeB" << std::endl;
  }
};

class typeC : public typeA, public typeB {};

int main(int argc, char** argv) {
  typeA* foo = new typeC();

  typeB* bar = dynamic_cast<typeB>(foo);

  if (bar) {
    bar->someMethod();
  } else {
    std::cout << "foo is not typeB" << std::endl;
  }

  delete foo; // not strictly necessary, but I want to set a good example

  return 0;
}
If you replace dynamic_cast with static_cast, you get
example.cc:22: error: invalid static_cast from type ‘typeA*’ to type ‘typeB*’
Note how typeA and typeB are, outside of typeC, unrelated. This is why static_cast throws a compile error - the two classes aren't directly hierarchically related to one another, so it's not possible to cast up or down in the fashion that a static_cast would need. (The explanation sucks and doesn't really do the concept justice, but the example's there if someone wants to explain it better. When I don't need to run off to be somewhere in 10 minutes, perhaps I'll come back and flesh this out further.)
sgrunt
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Kirkq wrote:
sgrunt wrote:
one location reports a score of 711, though there doesn't seem to be a way at first glance to confirm this).
Well, here's a new tool-assisted record by WaddleDX: http://www.youtube.com/watch?v=ToZsIhTXJu4 I'm not sure that it is publishable, but it definitely proves a point.
Thanks for linking to that and proving my point. Although the second part of that run is impressive, one needs to sit through the hideously slow first part in order to get there. I'd probably vote Meh on this if it were submitted.
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OmnipotentEntity wrote:
split the topic into Sites then?
Done.
Post subject: Re: GGheysJr
sgrunt
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GGG wrote:
I am also interested to encode movies, because I have a problem with that
Have you read the Encoder Guidelines? It is a good place to start for this sort of thing. If you have more specific problems, you could ask them in the Sites forum or perhaps the Newbie Corner.
sgrunt
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I have added your DM link to the publication. Thank you!
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andrewg wrote:
I'm curious... can't 1 block gaps be walked over with samus and save time by not jumping? I thought I remembered this being the case.
Nope. You'll hit the edge. Also, that's not jumping per se; it's using the morph ball and unmorphing quickly, which bumps Samus up a few pixels (this is the basis of the door glitch) and therefore minimises the amount of time spent in the air.
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arflech wrote:
The archive.org embedded video on this page is of the "4 CPUs" run of NES Monopoly instead of the correct run: http://tasvideos.org/520M.html
This now points to the correct movie. Thanks.
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This poll has been reset for the above mentioned reason. Voting will close 7 days from the time of this post.
sgrunt
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I'll admit it - part of the reason the predecessor to this exists was in anticipation of seeing this run made. I'm glad it had the intended effect. I had wondered if this route might end up being faster overall, but ended up dismissing it on account of the larger distance involved; it never occurred to me (even after the post-Kraid sequence) that having missiles would save so much time. Seeing the Multiviola room trashed is definitely worth it. I'm glad there was an excuse to use the Kraid door glitches here; it deserves a place in another run. Also, I discovered a new luck manipulation technique? News to me. I guess I got lucky. :p In case it's not obvious by now, yes vote. Encodes in the pipes - there will be a version without the commentary and a version with the commentary. EDIT: Encode (with soft subtitles, as suggested on IRC): http://www.archive.org/download/NesMetroidByLordTomIn1108.78/metroid-tas-lowp-lordtom.mkv Here's a no-subtitle version on DM: http://www.dailymotion.com/video/xbw7g6_nes-metroid-low-in-110878-by-lord-t_videogames And with subtitles (as shown in FCEUX) on DM: http://www.dailymotion.com/video/xbw7v2_nes-metroid-low-in-110878-by-lord-t_videogames EDIT2: archive.org has updated the mkv now. EDIT3: fixed broken link.
sgrunt
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Zurreco wrote:
Is there IRC drama that I'm not aware about.
Not that I've seen (having been around the channel since long before that run was submitted).
sgrunt
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As it happens, I have an XP VM in VirtualBox (host machine runs Gentoo Linux), and FCEUX runs fine in it. Can you dig a little deeper into the error dialogue you get and see if you can turn up more information? (Those normally provide more technical details surrounding the crash, IIRC.)
sgrunt
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A decidedly quirky game (who else fights bosses by playing rock, paper, scissors)? Although a good deal of the gameplay is just stock platforming, there's enough moments that don't fit this (the motorbike and helicopter, for example) to make this game seem just fast paced enough to be entertaining. Also, I saw no obvious technical flaws. This all adds up to a yes vote. ...and an encode: http://www.archive.org/download/SmsAlexKiddInMiracleWorldBySonikkustarAngerfistIn1321.02/alexkiddmiracle-tas-sonikkustarangerfist.mkv ...and on DM: http://www.dailymotion.com/video/xbvscl_sms-alex-kidd-in-miracle-world-soni_videogames
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If the run's not done, there's no point in letting the credits run; just skip them. If there is a faster order for completing the extra levels, I'd prefer to see that, though I suspect there's negligible time gain there compared to the time taken in selecting the levels. As to what to do after the last level, I would personally prefer to end the run at the moment of completion of the last level.