Posts for thommy3


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Joined: 12/10/2006
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Nice solutions. It it is 6 frames in any direction as far as i can see, so direction changes don't matter.
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would it be an easy change in the code to pusnish a join with like 7 moves and run for a solution say 2-1 or 2-4 again? do you check for joins after each move at all currently? edit: maybe add +18 moves for a pair in the solution too edit2: Just played with the frame advance in bizhawk. Movement seems a bit more complex. So when you make your first move, there is indeed 9 frames where the next move is not accepted. But after that, it seems that 6 wait frames are enough. If you stop for some frames, the next movement will again be blocked for a waittime of 9 frames once, after that 6 again are enough again. So that should save about 3*#moves frames per level. I found a ram adress: It is 5484 (to use with bizhawk's ram watch). If it is 0 the move will be accepted on the current frame, if it is 1 it won't.
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I like the run so far. Because you don't need to play all levels to advance there is enough choice for the run. It thus differs quite much from a casual play.
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Maybe still early enough to start over if you have lost much time because of that. Also, why are the differences on hard? Hardest is difficulty prefered.
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Yeah, really fun to watch. The gameplay is so fast paced, it's too bad the menu's are meant to be so slow.
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That's noticeably better. Well done.
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If hard only had one more life i guess it would be ok. But how do you achieve more damage boosts? You have more health or enemier give less damage? Then the life isn't the only difference.
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solarplex wrote:
But disregarding the learning a language portion. As simple as I can think of it (And I will state I have never implemented a core or have done anything meanful towards Bizhawk), but lets just assume: 1. you find a stable Neo Geo Pocket emulator (that some others have created) 2. strip it down to its system (no GUI, no controllers, no lua if it had it) 3. attach the missing pieces from Bizhawk's (GUI, Controller, anything else that needs connections).
That was a helpful answer. Thanks.
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Incredible how fast you put this together. It's a really interesting watch.
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TAS would probably be championship mode, 24 tracks i read. How many laps are a race, can those be changed? Are you able to skip/abort races, when you don't need the points? I like the test run, but it could get repetative over a long run.
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I'd like the idea of completing both in a row. Fastest to end of B would be published. Two branches then with whom you start. Never played the game though. Thinking of tricks like a five hour movie in A to lure enemies away one by one (or put power-ups etc), so B gets really easy. That would be lame in my view. Maybe that isn't even possible.
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So, there are still games made for the NES. Interesting. Is this this version? http://forums.nesdev.com/viewtopic.php?f=22&t=11425
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Nice run. Had to view several times in slow-mo, how how beat level 5 twice. Was expecting 1-5,1-5 and not 1,1,..,5,5.
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Ah right. Was thinking stagewise because of enemy rng.
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Could the best stages be hexed together? Couple of frames to gain then, right?
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As you don't kill much enemies and bossfights are pretty fast, would it be possible to complete the game with no bow upgrades?
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Well in chess even casual players find the fastest mate. And computers fall for it. The othello tas was a whole other story. A player would never tumble about that one. In any case playing against the easiest difficulty seems best in these games. Of cause one can beat the games at highest difficulty, but it would be really boring due to the long cpu moves. And every game would probably follow another path, so i wouldn't know why the game of published tas against hardest level would stand out.
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Seems like a really complex game with that overworld map and co. Never played it. Nice work.
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Well, suppose you go for level 4? Would you change the time limit? Because, when given 40 instead of 20 minutes thinking time, the CPU surely finds better moves. There is even a "no limit" time limit :-). I don't know how the game works, but i'd assume the CPU would probably take it's time time. So the tas would be 20 minutes long. Unless there is a force move button, but when using that it does not matter what level you play anyway, because you would restrict the Level 4 to a Level 1 basically anyway. The AI might also use a fixed depth seach.
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Just read, the credits can only be seen after the CPU has played itself. So fastest to credits would be a short run, just start a cpu game.
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Ah ok.
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How do you know so fast all levels are suboptiomal? Is there a optimal path (i.e. shortest path, optimal solution, etc.) he didn't follow, or just opimisation mistakes?
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Looks interesting.
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Joined: 12/10/2006
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But does this really aim for fastest time? Couldn't you have 2-shot hole 7 faster. Looks like it trades of time for entertainment.