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upthorn
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Enterim wrote:
meh + meh + meh averages out to "meh", in case you do not know how math works.
No. (meh+meh+meh)/3 averages out to meh. meh+meh+meh = 3meh, which could well equal no, though I would like to have an explicit formula that gives no in terms of meh before stating it with certainty.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Sonikkustar wrote:
This topic should be locked now. Completely diverging from other questions about the run to have this pointless argument about text in a TAS kinda annoys me... Please, if you guys are going to discuss the rules & guidelines of TASvideos, then make a different thread.
Wait: are you saying that discussion of rules & guidelines relevant to the publication of this TAS is off topic to the discussion of whether this TAS should be published? Because I would have to disagree.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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The text is still incredibly boring to wait through. In fact, it is even more boring, because it's incomprehensible. No individual cut-scene is significantly shortened, so as a viewer, I watch it, all the cut-scenes feel just as long, but less tolerable. If not for the rule that specifically states text time differences should not be considered in the overall TAS length, then it would make sense to use the Japanese ROM, because all those individual invisible time savings do add up to a measurable difference. But the idea of using the Japanese ROM for entertainment purposes is completely bullshit and counterproductive.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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I am voting that no, this should not be published, for a couple of reasons.
  1. goal choice seems arbitrary. At this level of requirement, I'd much prefer to see a true 100%, or an "avoids sequence breaks" run, which contain all this run's requirements in a single goal, instead of a "we will complete all of this category of thing, while ignoring all other categories of game completion" run.
  2. Inconsistency. It seems that this goal choice can be summarized as "shows off the whole story", and could be seen as reasonable if that were the intent, but at the same time, you switch the ROM to Japanese language, which prevents a majority of viewers from actually understanding the story unless they've played the game, or it's a cut-scene they remember from watching a prior speedrun. Since it seems like your purpose was to show off the story, the use of Japanese ROM undercuts your goal, preventing its achievement.
  3. Site guidelines: The site guidelines specifically state that text speed should not be considered as a factor when deciding what language of a ROM to use, and in absence of other considerations, all published runs of a game should be made in the same language
I would also like to state that I did not find this entertaining, because I am one of those hypothetical viewers who never had an N64, and whose only experience with Ocarina of Time is from watching the previously published TASes. From this viewpoint, the switch to Japanese doesn't make the cut-scenes noticably shorter, but does make them noticably more annoying. Combined with the fact that the goal choice renders cut-scenes significantly more frequent, especially considering that I could actually have been getting value out of them if not for the language decision, I found that the run was not entertaining me at all, and the more I watched, the more annoyed and frustrated I became, until I gave up on it at ~15 minutes in.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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JXQ is from before your time, but it is commonly known among the oldbies that one should not to take his jokes too seriously.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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There were two test runs before this, and for this one I mostly copied the input from the test runs, and where I changed things I didn't need many rerecords because there wasn't much flexibility in the possible good inputs. However, I didn't carry over the rerecord count. I'll agree though that this TAS is sorely in need of an update. This was my first one, and is very sloppy in places, plus it didn't make any use of the game's two-player support, which would be necessary for a truly optimized run. Actually, my goal with this TAS was just to show that the game has good TAS potential, in the hope that a more experienced player would give it the treatment it really deserves.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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I believe hourglass' pause function works by hooking sleep(), and suspending execution when it is called until the user unpauses or advances frame. So if a game doesn't call sleep during its loop in a certain mode, hourglass can't make it pause.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Re: Well, fellow TASers! We're doomed! :O
upthorn
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Warp wrote:
Either you are misquoting (I'll be nice and assume that you did indeed call them rather than invent this whole story), or Nintendo is claiming rights they don't have.
Nintendo has a long history of claiming rights that they don't have. There was a warning in the manual of every NES game distributed in the US that it was illegal to sell your used nintendo game, for instance.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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It made sense for Chrono trigger glitchy to obsolete the old chrono trigger run, because by its goals, the old run would have used them if they had been known at the time of its creation. If the current non-debug EarthBound publication isn't explicitly low-glitch, then yes, a new, glitchy run that doesn't use the debug menu should obsolete it. Actually, a glitchy run that does use the debug menu should, given that use of debug menu is deemed acceptable for publication at all.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Atma wrote:
Derakon wrote:
Atma: Unless I miss my guess, Super Meat Boy is Flash-based, and thus would be problematic to run under Hourglass even if Steam weren't an issue.
http://tasvideos.org/forum/viewtopic.php?t=11329 As I mentioned, a cracked version apparantely works (to a degree, but it works), but a regular version seemingly doesn't. I am curious as to whether or not the steam api screws shit up, as it seems to be the defining point on several games that could make a good tas that otherwise don't work.
The steam API breaks hourglass compatibility last I checked. There seems to be an issue wherein before the game launches, the steam dll attempts to get some processor performance statistics, going into a wait loop until the clock advances by a certain amount. However hourglass doesn't allow the steam client dll to advance the emulated clock, because it isn't recognized as a part of the core processing guaranteed not to cause desyncs, so under hourglass all steam games simply hang immediately upon launch until terminated.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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There is not. I don't use linux, and I've not had any success recruiting anybody who knows how to program for linux to help create a version that runs under linux. The one time I thought I'd been able to, the guy ended up creating his own separate branch of gens that had nothign to do with rerecording...
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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My vote is torn between for surprise value and for yeah, Kazuma kind of deserves it.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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marzojr wrote:
something else I can't identify in the Final Zone boss
This would be the pillar that Robotnik appears in. The RNG seed also increments by 1 whenever sonic is in contact with final zone boss Robotnik's hitbox.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Kurikinton wrote:
I'm sorry. I'm not good at English, I write use the Google Translate, so,,, If I make mistakes in my English,please pardon me. 日本語と英語を理解できる方がいれば間違いの訂正をお願いします。 もし、あなたが日本語を理解するのであれば、日本語で書いてください。
ちょっとだけ日本語が分かります。辞書使って英語に訳そうとします。質問を日本語に訳さなくてすみませんが、僕には日本語に訳すのがずっと難しいです。
Kurikinton wrote:
ExplodingCabbage wrote:
* Firstly, how does that falling platform glitch work? I've never seen it before and can't figure out what input you're giving or why it warps you upwards.
重なった状態の落ちるリフトが地面にふれたときにキッドがリフトに触れているとワープする。 仕組みはまだ分かりません。
If the kid is in contact with two overlapping platforms when they touch the ground, he will warp. I still don't understand the rules.
Kurikinton wrote:
ExplodingCabbage wrote:
* Secondly, how do you do that warp from the metroid area orb to the KKK orb? That's not a restart warp, right? .
これはリスタートワープではありません。上記のバグです。
This isn't a restart warp. It's the aforementioned bug. (Presumably the overlapping platform warp.)
Kurikinton wrote:
ExplodingCabbage wrote:
* Thirdly, why does The Guy die when you only destroy one eye of his final form?
最終形態になる前に左目を倒すことで最終形態時に反対側に移動する時間を省いた。
I optimize the movement time getting to the right side of the final form by defeating the left eye before he becomes the final form.
Kurikinton wrote:
リスタートワープの解説はとても参考になりました。 ありがとうございます。
Your explanation of the restart warp is quite the reference guide. Thank you.
Kurikinton wrote:
私は今新しいムービーを作成中です。 ドラキュラ戦終了まで約6秒の更新に成功しました。
I have a new movie in progress now. I've succeeded in saving about 6 seconds by the end of the dracula fight.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Err, I meant the one in the video, with MG2's boss appearing in HC1. Or does this gmv replicate that glitch?
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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I can't tell from your post if you've actually managed to replicate the glitch or not. If you can replicate this, I'd be very interested in a gmv of the glitch happening.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Ajavado: This trick is not new, or faster -- it was already considered old news at The Sonic Center several years ago, when I first made my 100% Knuckles TAS, but thanks for staying on the lookout, you never know when a new glitch is going to be discovered.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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nitsuja wrote:
Can someone explain how the glitched run instantly skips the tetris room and the room after it? I thought I saw the nicovideo description of the glitched run saying something like "this breaks the usual TAS rules by using some debug features" but I'm not sure what it's referring to or if that's just a result of poor machine translation.
When I showed Kayin the video, he said that this is a bug where, if you hit "restart" while a room is loading, the player teleports to wherever Kayin left him in the editor.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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It is probably better just to use MHS instead of the built-in ram search right now.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Sonikkustar wrote:
I was bored, so I decided to fiddle around with the Chaotix. Its 307 frames faster then the published movie. WIP
Thank God. You don't know how sad it makes me that my original Chaotix TAS has never been obsoleted.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Kurikinton wrote:
WIP Glitched Difficulty: Medium Time: 4m 7.18s rerecords: 3842 http://www.mediafire.com/?n2684t2sd392fzh
I showed this to Kayin and he said "I see a lot of places that could be improved but the actual glitch use amuses me. I've seen the restart gitch used before, but the falling platform glitch is new to me and it amazes me that it can be exploited in such a perfectly amusing manner."
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Back in high school, a friend of mine introduced me to POV-RAY, a ray-tracer whose render-objects are defined textually in a C-like language. I spent a lot of time fiddling around with it, placing light-sources inside oddly-textured translucent spheres. Around the same time, I got really interested in photoshop, and specifically applying effects to the different color channels individually. Additionally, I enjoyed sci-fi, and at that time I most enjoyed the stories set so far into the future that the standard way of life in them was almost an incomprehensible abstract concept. The combination of these three influences led me to render a series of images depicting what was intended to be the powerup and activation sequence of an inter-universal portal. The original sequence went and was made by applying various photoshop effects over the initial render: Oh, yeah. I forgot. I was also fascinated with the concept of something glowing black. Also a noticable theme in these images. Anyway, as time passed, thumbnails of became my avatar just about everywhere I used an avatar, and then when mood avatars were introduced here, there were some moods that none of these already-prepared ones were good for, so I went back to and applied even more photoshop filters, leading to the full spectrum currently visible and
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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Ferret Warlord wrote:
I'm kinda inclined to agree with him. Good game and all, but like IWBTG it seems rather plodding as a TAS.
Spoken like someone who hasn't seen an unassisted speedrun.
How fleeting are all human passions compared with the massive continuity of ducks.
upthorn
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TRAMPFUNC, HOOKFUNC, and WINAPI are calling convention macros. TRAMPFUNC and HOOKFUNC are #define'd in the project itself, but WINAPI is #define'd in the standard windows headers. TRAMPFUNC is an alias for __declspec(noinline), and is used to force the compiler not to optimize out calls to this function by replacing function calls with the function contents. This is important, because the contents of TRAMPFUNC functions change at runtime, and the compiler doesn't know that, so the inlined function contents wouldn't. HOOKFUNC currently does nothing, but it may later be determined that a certain calling specification is ideal for hook functions, at which time it can be applied to all of them simply by changing the HOOKFUNC #define. WINAPI is an alias for __stdcall, which is a built-in option that tells the compiler how the function should behave at an assembly level. __stdcall functions receive parameters from the stack, handle stack-cleanup internally, use CPU registers EAX, EDX, and ECX for internal processing, without care for preserving their state, and return their values in the EAX register. For comparison, __fastcall functions receive one or more parameters in CPU registers to begin with, so the function doesn't have to take as much time reading values from the stack, and __thiscall functions receive a pointer to an object in the ECX register in addition to their declared parameters. Most of the time this stuff isn't important when you're working in C, C++, or any other high-level languages, but when you need to write part of a project in assembly, or you need your code to modify itself, this stuff becomes important.
How fleeting are all human passions compared with the massive continuity of ducks.