Posts for tmont

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That was pretty cool. How come you slowed down to kill those two goombahs in 1-1? Did it not slow you down because of the 21-frame thing? Other than that, it looked good to me. It's kind of like the Wizards & Warriors "reuse level" thing. Pretty neat. Voted yes.
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gamedirector wrote:
dued ur a genius i've seen no better than your rebel plans come 2 baltimore at wonce i have your ticket man... i've never seen tristan kick so much booty... kalei swings her axe with such finesse.... if reuben could throw a blow like that i would kick myself to see that again... If i Could buy Stock in your footage It may rise up and i could sell it and make like 12 bucks and support the cause you know aht i'm saying? Ur a magnifying glass I've always wanted in my file cabitnet i love it i love it!!!
I think this post has the highest analogy to sentence ratio I've ever seen.
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So, I started making a wild-warp run, just for fun, but I hit a snag. Apparently, many places where I thought I was being faster, I wasn't (like, leveling up in the angry sea, leveling up on the archers (negligible), and a few other places). So, I kind of got depressed and don't really want to finish it. I almost cancelled the no-warps submission, but I have no plans to improve that one, so I guess I'll leave it up. With these changes (and a few other ones), it might be improvable by about a minute or so (maybe). Up to the big waterbug (or whatever the hell they are) whacking sequence, I was approximately 5200 frames ahead of TheAxeMan's published run. But, I got bored, so here's the movie file, if anyone cares: http://dehacked.2y.net/microstorage.php/info/2458/crystalis-ww-tmont.fcm
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Truncated wrote:
I think it's because it's unknown
This is kind of amusing, because this game is probably one of the most ported games in the history of gaming (or, at least, that I'm aware of). According to Moby Games, Pitfall: The Mayan Adventure was released on the following systems: Game Boy Advance Genesis Jaguar Sega 32X Sega CD SNES Windows For a game released in 1994, that's quite a few different platforms.
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Heh, this is what I was expecting the voting to be like. I was kind of surprised that it got 100% yes votes, as it is kind of boring to watch if you haven't played it. I think the novelty of this run comes from the fact that you need to collect so little and complete such a small percentage of the game to beat it. Even the few people who were interested in it before (like the guy who started the thread in the NES forum), thought you would need to collect 10 keys, get the Raft, the Sword and the Jawbone just to complete it. My route probably finishes the game in about 1/3 of the time that his would have. It's also on the List of Ideas, so I figured there would be at least some interest in it. It was also a lot of fun making the maps. :)
Joe wrote:
It didn't really pick up for me until the duel with Satan, which looked extremely difficult.
This is actually the only difficult part of the game (before I did this run, I played through the whole game for the first time in a day in real-time). The rest is a big long exploration, defeating mind-numbingly easy bosses to obtain the Armor of God. Then you get to the 6-floor last dungeon, which is ridiculously difficult. It actually did remind of the last dungeon in Final Fantasy, like how there's a million floors, and if you die, you get spit out at the very beginning. Also, the final boss is also ridiculously difficult in real-time. I had to look at a guide online just to figure out how to hurt him.
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Hmmm, judging by the astounding number of college co-eds screaming for this movie to be done, I tried to do it. I also did a speedrun of it (not verified yet) for SDA, and there are lot of cool shortcuts in this game that /*-'s testrun didn't show, particularly in the first temple and the waterfall (don't remember the Mayan names). I did the first level, and it's fairly optimal, but it didn't look as cool as I hoped, and Harry Jr.'s controls are not conducive to slow playing (i.e. it takes him like 30 frames to turn around). Also, the exploding stones are good to use against WARRIOR SPIRIT (the final boss) because they're the only weapon that makes him retreat, so that's why I didn't use any against the first boss. Also, Bablo made an up-to-the-first-boss test-run of the SNES version, and I thought it looked really cool, but I couldn't guilt him into finishing it, and I've lost the file. And things are a little different in the SNES version (no visible boss hp, for one). In conclusion, I think it would be cool if someone (besides me) did this. I got bored making it pretty quickly (I made this like a month ago, and haven't made any progress since). Here's the first level: http://dehacked.2y.net/microstorage.php/info/2408/pitfall-tma-tmont.gmv Oh yeah, I have no idea why /*- jumped all the time; it only saves time if you're coming from a dead stop (about 5 frames), and I found it profoundly irritating. I didn't do it.
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Warp wrote:
How does "it's" sound righter than "its"? They are pronounced the same (AFAIK). They just mean completely different things.
It's (hee hee) because most native English speakers write by instinct rather than reason. Using apostrophes is usually an unconscious act, because the usage is generally obvious. For example, any average English-speaking moron knows to never write something like "look at Tommys booties," because the possessive apostrophe is obvious when you're dealing with a name (in this case Tommy). On the other hand, using an apostrophe for a contraction is equally obvious: for example, your average English-speaking moron would never write something like "I wont do it" or "I wouldnt do it" because it's completely unnatural. The problem with its and it's is that it isn't a name, so it isn't always immediately obvious that the possessive form of the word wouldn't require an apostrophe.
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The only purpose of semicolons is to display your command of the English language to all the inferior morons around you; it's why I use them all the time. Mainly, they're used by high school English students who are trying to impress people. If you've ever read an essay by a student who took the AP English exam (in America), then you know what I'm talking about. The same rules apply to the word "microcosm." I've never seen that word in use outside of an English essay.
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This is me amusing myself in Metroid. It's not particularly funny, although it is a bit interesting. For the first minute, I do a little experiment with rapid fire to see if those purplish horizontally-moving things are killable (the answer, to my surprise, was yes). I suggest you fast forward. Then I do the "Metroid Slide." Apparently, if you shoot fast enough, there is no walking animation (meaning Samus doesn't move her feet, and just slides). Well, I thought it was interesting. http://dehacked.2y.net/microstorage.php/info/2291/the-metroid-slide.fcm
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Since my crappy geocities account seemed to blow up, if anyone wants to see the maps I made, you can view them here: http://www.wou.edu/~tmontg1/pics/spiritual-warfare-demonslair.png and here: http://www.wou.edu/~tmontg1/pics/spiritual-warfare-overworld.png IdeaMagnate: The drops are fairly optimal. I spent many rerecords manipulating all the enemies to drop 5, as they hardly ever do so, except in rare cases. Manipulating a 10 out of certain enemies is impossible (or at least, extraordinarily improbable), as I had enough trouble manipulating 5s out of the enemies. Some enemies are more prone to drop a 5 or a 10, like the demolition guys in Downtown who always drop 5. Enemies in the Demon Stronghold are a lot more likely to drop a 5 or a 10. To do any better than I did would probably require a robot, which I am too stupid to figure out how to use. One thing that is improvable on this run is that when you need to get a drop, it's faster to get it from a demon than to watch the guy pray as he dies. I didn't realize that until I was pretty much done getting all the Spirit Points I needed, so I didn't really utilize this discovery. It wouldn't save that much the time, but it would be less time standing there waiting for the little doves to appear.
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Um, not to repeat myself, but
tmont, some time ago, wrote:
I noticed this a while ago, but was too lazy to mention it. Why exactly is this game listed as "Legend of Zelda 2..." when its title (in the US) is "Zelda II..."?
Also, the glitched run has the same problem (it's called "Legend of Zelda 2" instead of just "Zelda 2"). If you want to get crazy, it's a Roman Numeral 2 (II), and there's also a colon and some stuff about an adventure of link. And another preposition. In conclusion, good run.
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Hyena wrote:
I'm guessing you don't care about the small stuff for just a test, and that's probably the reason behind most of the above, but just keep them in mind.
Yep, this run is purely a test to see if the route would work; I only used frame advance or savestates to prevent death. Otherwise I just kept going, regardless of mistakes. It appears I will have to get at least two extra heart containers. If I get two, I'll need to do some furious praying between TNT explosions, and also in Demon's Lair since there are 6-7 unavoidable hits I have to take, all of which cost a full heart. So that means a lot of extra Spirit Points, unfortunately. It will probably end up being faster to go slightly out of my way into Houses to pick up a third extra heart container, and not worry so much about praying, although either way I will need to do it at some point. I still haven't decided if the Pomegranate will work just as well as the Grapes against the final boss. The downside is lack of range, which means a much worse angle to get around that stone on the final boss. The upside is it costs less, so that's a little less time I'd spend killing stuff for spirit points.
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So, this thread was kind of old, but making new threads is a big hassle. I recently played through this game for the first time in about 15 years, and it's actually kind of fun. I thought it might be even more fun to optimize. Many of the items in the game are not needed for completion, and there's very little scavenging for "Spirit Points" (money), so I thought this might turn out to be not so boring. In fact, I did a crappy little test run, and I made it to the entrance of the Demon's Lair in about 13 minutes, so this game could probably be completed in about 20 minutes or so. A few comments and explanations: -As far as I can tell, you only need a piece of fruit to hurt the Demon (the final boss). You can't reach him with a pear, but you can with a pomegranete, which has the second worst range (pear being the worst). -The Sword of the Spirit is not necessary for completion. It would be absolute suicide without it in an un-tool-assisted run, though. It's main uses are to uncover a huge shortcut in the Demon's Lair, and it's the only thing that can hurt some of the enemies in the Demon's Lair. -The Raft is not necessary for completion, and so neither is the Jawbone. That means you don't need to kill dudes in the street for 10 minutes trying to acquire 195 spirit points. The only advantage to the raft is that you could get the Sword of the Spirit. The jawbone is only useful to get the raft. Therefore, neither is necessary. -The Helmet and Shield merely eliminate damage you take, so they aren't needed. Although I ran into problems with not having the Helmet, as you will see (if you watch the run). -This run is purely a test to see if the route would work, and probably half of it was played in real time, which should be readily noticeable. So there's stuff like walking into walls, missing shots, etc. -This game also has an "End Game" option, which is similar to Metroid's. If you choose End Game, you're given a password and the option to continue or end. If you choose continue, you start with three hearts (Zelda style) at the entrance to whatever region you're in (Park, Shipyard, Downtown, etc.). This is very useful, especially when I have to backtrack after getting the Boots. However, if you're inside a building, or on top of a building (like when I'm getting the Breastplate), it transports you to the last door you entered, or something. It's not real consistent, but I do know that it wasn't helpful in those cases. -I have no idea what ROM I used, it was just called spiritual_warfare.nes. I do know that it's version 6.1, though, because that's what it says on the title screen. I'll get a less vague one in the future. Sorry. Basically, the route is: -Get pear (Park) -Get Belt of Truth (Park) -Get key (Downtown) -Get Breastplate [use key] (Downtown) -Get key (Downtown) -Get Boots [use key] (Warehouse) -Get key (Downtown) -Buy grapes (Prison) -Beat game However, I ran into some trouble, as I'll either need four more heart containers, or the Helmet to protect me from explosions. Otherwise, I can't enter the Demon's Lair, because of the forced TNT explosion right at the entrance. There are three heart containers that aren't too far out of the way, so I think what will happen is that I'll have to pick up those up. Also, I might just get a pomegranete instead of the grapes, but I'll figure that out once I actually make it inside the Demon's Lair. Any comments are welcome. If you think you have a better way of doing something, let me know; I'm not really an expert in this game. Here's the test run, up until I could go no further (at the entrance to Demon's Lair): http://dehacked.2y.net/microstorage.php/info/2011/Spiritual%20Warfare.fcm
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Hamm wrote:
There were some things that were slower than the wild warp run, such as the very start where you fall out of the cave and walk to the town, but the WW run bounces all the way into town. I don't know if this is simply because he started from reset and you started from power on though.
Actually, that's only possible when using the Wild Warp. TheAxeMan immediately Wild Warps to the start of Leaf (the very right edge of town). Since he never hit the ground from his fall, he continued to bounce. And starting from Power-On makes no difference, as we both chose continue. Starting from Power-On wastes 212 frames of SNK logo, though. I chose to do it that way because the FAQ vaugely mentioned that was better, although nobody really seems to care either way. Are you guys talking about the GBA remake? Wasn't there a GBA remake released like 5 years ago where you could use any sword on any enemy, at any level? That might be interesting, since it would eliminate all of the tedious leveling up sequences (or most of them). I'd look it up, but I'm lazy.
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primorial#soup wrote:
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?
Kind of. I needed the extra experience from the two slimey-brain-looking things right before I talk to Tornel, and I also needed to kill the pink plant in the Poison Forest. But all of that is moot anyway, since the glitch stops working when I access the menu for any reason, which I had to do to equip the Warp Boots. Equipping the Sword of Wind was useful, but it wasn't the reason that I had to execute the glitch a second time.
primorial#soup wrote:
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?
TheAxeMan wrote:
Finally, leveling is even more tedious when making the video than it is when watching...
That's most of the reason. Also, I didn't realize it saved so much time (about 15 frames every time). If I had done it the whole time, I probably would've saved about 3-4 seconds. Honestly, I was hoping no one would notice. Powering the sword up while moving is a pain in the ass due to lag, particularly when there's other stuff on the screen that's moving (like the remnants of those two spiny things after I killed them). Since I have to do that sequence about 40 times, it gets real old real fast, and I just couldn't bring myself to redo it.
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adelikat wrote:
You can just hit F5 & F7 (default keys) to quickly savestate & loadstate. press any of the 0-9 keys to select a save slot. This should save uber-time when making a TAS.
Eh... that does sound easier than what I did. I kept fiddling with those save/load slots or whatever, but they kept screwing me up, and in the end, I decided to do it the slow way. I'm kind of a bonehead when it comes to emulators. Apparently I'm also a bonehead when it comes to proofreading. "Every time" as one word? What's the matter with me? I think all typos are fixed, after 7 million edits to the submission text.
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So, I finally got around to reading this thread, and was amused that you guys had the same annoying frustrations with Stom that I'm having right now. Did anyone ever figure out how if he is actually manipulable (manipulatable?)? In my previous run, I beat him in approximately 380 frames, and now I can't seem to beat him in under 500, and frankly, it's pissing me off quite a bit. Moving left or right doesn't seem to help, and I even mimicked my input from the previous movie exactly, but it didn't do any good. Anyone have any ideas? By the way, up to Stom, I'm about 450 frames ahead of my previous run. Well, technically I'm only about 200 frames ahead, as this time I'm starting from Power On, which apparently the FAQ claims you're supposed to do, and you have to wait 212 frames while the SNK logo pops up.
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TheAxeMan wrote:
Watched this movie and was very impressed. You've clearly put some thought into everything and have some great new ideas. I love how you were still able to skip the evil island dungeon! If you really want to hone things up you need to calculate levelup building rates for different strategies. Figure out how long it takes to do the loop, how many enemies you kill and from that you can get an exp/sec rating. I ended up with a pretty big spreadsheet on all this info.
Much of the planning and preparation for this run was done nearly a year ago when I did a few console speed runs of this game. Pertinent information, especially regarding what Dragondarch seems to have dubbed the "Ghetto Flight Bug," can be found here
I'm interested to know more about the death glitch. How does it work and where else could it be used?
Well, I haven't really done a lot of in-depth research on how it works. Here's how you do it: -Power up a sword to level 2 (in my case wind) -Go the menu screen -Choose a different sword (in my case Fire) -Save -Die -Continue -When you return, the new sword will be able to power up to level 2, despite the fact that the ball is not equipped (or even in your inventory) -If you access the menu screen (i.e. press Select), your power 2 ability will disappear Basically, you trick the game into thinking that you have the sword at level 2, when you really don't. I didn't really experiment on whether you really have to save or not, as I just read about the glitch, and generalized it so that I could use it in certain places. The glitch description, which I have no memory of what site I found it at, described it as a way to use the level 2 fire power-ups to defeat the Insect in the Poison Forest. In that case, you'd have to select the Insect Flute before you saved, and thus wouldn't be able to use your sword. As far as exploiting it in other places, it's certainly possible, but not really time-saving. Skipping the ball of water isn't possible in a non-wild-warp run, as that event triggers Asina and the sick dolphin behind the throne room in Portoa. Skipping the ball of wind isn't possible either, because you have to start somewhere. Skipping the ball of thunder is possible, and means you could skip Mado the first time, but getting the power ring would be a huge pain, since you'd have to go through and make all the bridges, exit, save, die, and then go back in with your cheated powered up sword of thunder to break the wall. Also, there's a wall you have to break with the sword of thunder in Goa Fortress, and that would require the same amount of backtracking. I'm not even sure not killing the Insect to get the ball of fire isn't faster than saving and dying twice. I think it's a pretty cool glitch, though, as it allows you to do stuff far, far before you should, and way out of order. For example, using wild warp, I think it's possible to get the Sword of Thunder on level one, if you could survive those shooting gargoyles in Styx without Barrier.
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Thanks for the comments. The desync is weird; I must've loaded a savestate out of order or something. I was going to upload a savestate so that you could watch the rest, but Microstorage doesn't seem to like it, and I'm too lazy to find another place to upload. It sounds like the only things you missed were the Emperor's true form and the Tower, and there's not much to see there anyway. If you really want, I'll upload it somewhere. As far as leveling up, I kind of half-assed the spawning in all cases. I knew I wasn't going to submit this from the beginning, so I didn't spend a whole lot of time figuring out how to make them respawn. However, thanks for the quote, I will definitely read this thread (which I haven't done yet). Also, I'm about 99% sure that leveling up on the soldiers is slower than leveling up on the blue spiney things earlier in Mt. Sabre. There's two of them in a row, right by a door, so you get 30 every time. That was where I initially was going to do it, but then I thought the soldiers might be faster. I'm pretty sure they aren't, though. We both did the same math on the green archer vs. red soldier thing. I figured that since I was killing them more often, it made up for the lower experience. And killing green archers is far more interesting to watch than killing red soldiers, in my opinion, and not just because of their color. As far as Mado (ninja-boss) goes, I also half-assed both of those battles. In fact, most of the boss battles I didn't spend a lot of time manipulating to perfection, but I will definitely take the time to do so on the next movie. Here's a short list of what I will be improving: -Don't power up unless it's necessary. -Eliminate jerky walking movements as much as possible. -Level up in a better place for level 7-8. -Work on manipulating respawns. -Kill Insect instead of dying twice to avoid getting the Ball of Fire (maybe, haven't actually seen which is faster, and I just think that glitch is cool). -Figure out exactly how many Warp Boots to buy, and when to use them. -Don't level up so much in the Fog Lamp cave (idiot!). -Don't miss sword shots (particularly first Emperor, Tower robots). -Better menu efficiency (i.e. thinking ahead). -Actually try to manipulate boss fights, particularly Mado and the Emperor's true form. -Plan ahead for enemies, so that I don't completely raise my level in one place and walk by enemies I could've killed for experience. Mainly later in the game when it's hard to count. Big numbers suck. -Don't stand in front of walls powering up my sword like a lump. Unless it can't be helped. And anything else you guys can think of that I sucked at.
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Well, it's finished: http://dehacked.2y.net/microstorage.php/info/1789/crystalis-testrun-tmont.fcm Hope you enjoy. I'm not submitting this, as there are several strategic mistakes I made, like leveling up too high in the Fog Lamp cave. And some other stuff I won't go into (unless someone really wants me to), but mostly because this is my first time using an emulator like this, and I was kind of learning as I went. The final time was 55:27, 199643 frames, 2683 rerecords. I'll probably do another, submittable one, but this should satisfy those of you who wanted to see a non-wild-warp run (myself included).
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Here's the latest, up to the entrance of the Kirisa Plant cave. I'd advise you to fast forward through the part where I kill approximately 46 Dragonian soldiers in a row. http://dehacked.2y.net/microstorage.php/info/1745/crystalis-tmont-kirisacave.fcm
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So, I wrote up some answers to your questions, but I erased them all because I'm an idiot. Here's an abbreviated version:
captainobvious wrote:
Not sure, but could you run past some of the green slimes at the beginning, and use the snakes later for exp? (greenslimes are worth 2 xp, snakes are worth 3)
I don't think there's a substantial enough time waste to constitute not killing them. Also, killing everything along the way prevents me from having to manipulate multiple spawns by re-entering doors and stuff (which I think is kind of lame, like the level-up sequence from 1-2).
At about frame 13000 (the first wall you blow up with the ball of wind), you use the shot to kill some redslimes, then have to wait to recharge. I'm wondering if you could have killed the slimes faster and charged quicker, or blown up the wall and then killed the slimes.
I tinkered with this a little bit, but this seemed to be the most efficient way. I need to kill those slimes for the experience, and there's not really a graceful way to do that without sitting like a lump and recharging.
Could the wizard be luck-manipulated any better? When he poofs to the bottom-right corner, it looks like he sits awhile before poofing again, like you weren't hitting him enough.
Yes, it could be manipulated better (since, theoretically, anything could be better), but not by me. I don't think it could be all that much better, because I spent quite a bit of time on that battle. I thought it went pretty well. Also, the wizard only poofs if you're attacking him. So if you sit in the middle of the room like a lump without moving, the wizard takes like 10 seconds to poof. But once you start to attack, you can only get three hits in before poofage occurs. Thanks for the comments. Here's a little more, up through the first cave of Mt. Sabre south. I need to do a little research and figure out exactly how many ice zombies I need to annihilate. Yes, the save and death are intentional. I hope you appreciate the result. :) http://dehacked.2y.net/microstorage.php/info/1701/crystalis-tmont.fcm
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So, I thought I'd try my incredibly small hand at a non-wild-warp-ish Crystalis run. I'm kind of a complete bonehead when it comes to emulators, and it took me several read-throughs of the FAQ to figure out how to resume recording. Anyhoo, here it is, up to the second area (Cordel Plains, if I remember correctly), about 4 minutes in: http://dehacked.2y.net/microstorage.php/info/1690/crystalis.fcm I'm not sure I actually have the patience to finish this, but it is kind of mesmerizing. Everything looks fine to me, but I think it looks kind of sloppy aesthetically. I spent the most time trying to defeat the wicked witch of the cave, and after many rerecords, she went down like a chump, I'm happy to say. Any comments are welcome (particularly if I recorded it correctly and that kind of stuff).
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Maur wrote:
Hitting backspace in the frames per second box one too many times is fun. :P
Fixed, I think. Now it's less fun. :) I think the bug with the days is just because it's arithmetic with a very large number (larger than 32-bit, or something). I don't know how javascript handles stuff like that.
Post subject: Re: Converting Frames to Time
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Warp wrote:
a page that uses javascript to do the operation
You mean like this? I don't really know javascript all that well, so I kind of just brute forced it. It took me five minutes to figure out how to code it, and then 55 minutes to look up the javascript commands to actually implement it. Luckily, I had a free hour between World Cup games. :)