Posts for xy2_


Post subject: removed pretentiousness
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Warp wrote:
Depending on how it's implemented, you may not be able to get the whole word during the drawing process. It may well be (and will be, if the implementation is smart) that the browser does not get the word at all during the drawing process, and even when one or two letters are revealed, the browser only gets those letters and nothing else. The server sends the browser the whole word only when it's supposed to show it. That way there's absolutely no way of cheating in this manner.
Warp is right. Look into game.js if you wish to confirm this, using the dev tools. You can use a beautifier (built into Firefox devtools) and then an IDE like WebStorm to make sense of what's going on. (I'm not saying anything else due to their RE clauses.) As for how you plan to cheat, the idea is right. Note that some words have unusual patterns: not all words are full words. Some 'words' have spaces in them, and some have dashes. These are the only patterns I have seen. However, it is not very fast. You will get the word every time, but only after a significant delay (the first letter reveal) and other people might guess before you in that time, if the drawer is good. Another exploit is to iterate all the words that correspond to the current word template (if there are three letters, then you know the word is a three letter one, and your cheat can type all three letter words.) There is no limit to the number of guesses you can make. Another idea is that the game tells you when you are close to the answer. If the word is 'rat', and you type 'at', the game answers " 'at' is close! ". This happens if the current guess is one letter off the answer. Two uses for this: - Poke for words stealthily. If you seem to spamming randomly in chat, people will not suspect cheating, when in reality you are poking around. When you get a match, type the word. - Cut number of guesses. Say you have the word 'cab' and 'rat' in your wordlist, and the letter a is revealed. Given these are the only two words in your wordlist, poke for the first by typing 'ab'; if it does not work, then it is the other word.
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An interesting speedrun was submitted recently (Terraria in 90 minutes, no major glitches): https://www.youtube.com/watch?v=lI62Gf7bc3c
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Yeah, I didn't know about this one. Do you have the seed and world size + coords?
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MUGG wrote:
There are also some other bugs, but the only ones I encountered are some small clipping bugs.
Did someone say
MUGG wrote:
some small clipping bugs
This is a well known glitch by the Terraria community called Hoiking, and it involves being pushed away on a sloped block. The zipping behaviors that you encountered in your post are known and abused in hoiking. https://forums.terraria.org/index.php?threads/hoik-guide-rapid-player-npc-etc-transport-using-only-sloped-tiles.1656/ It has many useful applications. One of the most known is: Link to video However, its utility where it would be otherwhise useful is quicky outpaced by simply duping Teleportation Potions (ability to get anywhere on the map almost instantly), which can be done as early as the first dupe with good chest luck/fixed seed.
When you are underwater and you walk across this terrain, you will zip downwards
A less known glitch, but still useful. If you approach these reverse sloped triangles at a correct speed (or being underwater) you will gain maximal velocity instantly. Try doing it on the surface with Hermes boots, jumping towards the very end of the slope, and your character should suddently get falling speed after approaching it. (It's a kind of subset of the hoik.)
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Hello and welcome to the site Mario3264! This site is for superplays, hence the name of the practice, Tool Assisted Superplay. We aim to make and publish runs that exceed human abilities, typically represented by the goal of going as fast as possible, and this is seen by our approach the games we TAS. In particular, one unique property of TASing is since you have (theoritically) infinite time, you can fix any mistakes in your play. In fact, you can see every facet of the game at any given frame - you can access the entire memory of the console your game runs on at any given frame, and kind of see everything. Kind of like God playing a game; he can predict everything, has perfect knowledge about the game and even the console quirks (that he can use to go faster, of course) but he has the same controller as everyone else, and does the same things that an human could do. So mistakes in superplays, especially important ones that waste a lot of time (like there are quite a few in this movie), does not mean the TAS is up to quality standards, especially for games on the Super Mario World engine, which has been studied to death (game resources page). It seems you are not aware of all the tools at your disposal (see http://tasvideos.org/TasingGuide/AdvancedTools.html which has a nice primer on this.) In particular, check out TAStudio which is a built-in easy edit interface for TASing that allows you to see every frame in a piano roll. TASing with savestates is mostly obsolete with the advent of tools like these, and you don't have the problem of not being able to go back to earlier in your superplay (because with the piano roll, you can jump to every single frame of your superplay.) Finally, if you want to share unfinished TASes, use the userfiles and make a post in the appropriate forum thread.
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This ties in mostly to reverse-engineering. There is a great page on this: http://tasvideos.org/ReverseEngineering.html and I have a small example of how it can work in practice: http://tasvideos.org/forum/viewtopic.php?t=19515. There are quite a few people more skilled as me as well who might post in this thread about this. Mostly, the idea is being able to work out how things work (usually with very little information). Usually it requires an intuitive understanding of how your specific target works, how games and programming work in general, as well as some knowledge of the platform. But you can already figure out things with more "primitive" tools without going full disassembly - RAM search is very useful for this. Reverse engineering is not very intuitive and pretty hard; much like looking in a dark room with yourself stumbling everywhere. But once you get a flicker of light, suddently the room becomes a little more clear; you can see the outline of things, and if you're clever figure out what they are right away. Eventually, the whole room is lit, and you move on to the next dark room.
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A small status update; two months later, progress is going well. As a scale of our work, we hit nearly 50000 rerecords, finished Goku's House (first main level) saving quite a few more frames, and are working on Pilaf's Castle atm. After this level, there are only five platforming level left (and a bunch of VS fights.) This is another important platforming level that will probably take a bit more time. Here is the current movie. Pilaf has a bunch of cool tricks in addition to us finally being able to showcase the (many) walljumping tricks; we will post an encode once the level is done.
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I was going to say something about this totally serious run, but then I finished watching it.
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A preview of the TAS.. Currently half-way through SK2, after two restarts. Link to video
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An improvement to the run currently done in speedruns: in Red Dragon, you can use "JUMP" to skip directly to the final boss. Saves ~7 seconds. Example: https://www.speedrun.com/stridernes/run/ydql5ljm Watch at Red Dragon (3:10)
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The PSP2 and Wii folders are mGBA ports to Vita and Wii respectively.
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Adding to this, using TAS Editor - also a general introduction to the concepts of TASing: http://www.fceux.com/web/help/taseditor/index.html?BeginnersGuide.html
Post subject: DBAA: WIP 1/7
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Four skilled TASers group up and TAS the first level of this game; myself, WarHippy, ThunderAxe31 and MUGG. This is a full 32 seconds faster than AnotherGamer's old TAS and is faster than all the first level TASes on youtube. The rerecord count is at 30000 atm (three times as much as AnotherGamer's entire TAS) and the movie file can be found here: tasvideos.org/userfiles/info/44972743131009961 Link to video By no means is this our last pass at this level - we will still be trying to improve it over time, especially because RNG in this game makes hex-editing impossible. However, this pass was ok enough to show. Because of this, we are taking our time and making sure each level is perfect before moving on, so do not expect frequent releases. As usual, feedback appreciated, and do not hestitate to suggest new approaches to things we might have missed, even if it seems dumb.
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An already known trick (since I saw it in an encode in this thread a while ago) but you can save a bit of time on the current Soma all souls by using black panther cancelling in the current movie, esp. on menace. To do it simply have Soma attack then trigger BP (you need to hold a direction to do so), which does an animation cancel.
Post subject: Y subpixel carry
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A kind of summary post regarding the Y carry trick. I will be using the notation pixel:subpixel for position, to illustrate how this works. Before starting, it's important to note that the Y vector is reversed: Goku's Y position goes lower as his height increases. So, a value of 0:32 is actually "lower" than a position of 0:16; the latter is higher. The effective subpixel density of this game is 8 (even though it measures 256 subpixels) because there aren't any moves we've found that displace Goku less than a multiple of 8 subpixels per frame. But because this is only a theory, I will keep the 256 subpixel notation. (Why is a pixel 256 subpixels? It's the size of a byte.) When landing on the ground, Goku keeps his subpixel value. This is because the game only checks for the pixel value to see if Goku lands. Both the positions 30:48 and 30:248 are considered on ground, even though 30:48 is 200 subpixels higher than 30:248. At first, runs would desync seemingly for no reason, until we found this behavior. What if we could turn this behavior to our advantage? Spoiler: we can. Wait a second! How can we gain more X position, even though the X position doesn't even change thanks to this bug? We could gain an extra frame of divekicking, if we could move high enough to gain an extra frame, would be comparable to a frame saving - or at least a high amount of subpixels. This is because we can be, say, 24 subpixels away from getting an extra divekick frame - and Y subpixel optimisation pushes it over the edge. This trick I've gotten used to call the Y subpixel carry trick - and the value we optimise, the Y subpixel, is the carry. In some other situations, it would be beneficial to fall as quickly as possible, because of attack canceling (Goku stops his attack on hitting the ground.) Here it would be actually better to optimise for a low carry - a carry too high will work against us and put us in the air for an extra frame. (In reality this applies only in rare situations; the divekick part is the main one.) Seems complicated, right? It is, kind of, but we can use lua scripts to make it better. In particular, since speed is always the same on jumps, jumpkicks, and divekicks (the three actions that influence carry) we can actually predict them in theory! All the parameters that matter are: * how long the player holds A (determines jump height) * when does Goku touch the ground, if he does so before terminal velocity (terminal velocity is a multiple of 256 and thus does not affect Y subpixels) * if Goku jumpkicks * if Goku divekicks The first two are tightly coupled together. The second and third, take precedence (since thankfully, Goku's Y speed gets set to a constant on a jumpkick and divekick.) As such, I've made a table for the most complicated part, jumping. You can find it at https://github.com/xy2iii/dbaa_lua/blob/master/data/Subpixel%20Table.ods . Only the first and last table are really useful, the other two are just to demonstrate how I did it. I will add jumpkick/divekick later. In particular, the last table is what we use to predict how much carry changes. Take the initial carry, then do the jump and landing. For example, if we jump for one frame and land at frame 30, then the carry difference would be 104. Finally, we substract this from the initial carry value: an initial Y pos of 30:112 would become 30:8 at the end of the jump; and an initial Y pos of 30:16 would become 30:160 (modulo 256)."
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You need the firmware in the correct location first - see the Firmware menu.
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Then, let's clarify my position. The question: is this game eligible for vault? Even a simple glance could tell you that it is not entertaining enough to be in Moons. In fact, if this game was interesting enough, we wouldn't even be speaking at all! To answer this, it's interesting to look at why Vault was made. Before Vault, TASes were made to show mastery over a target (as I developed earlier), but there were also TASes which, when made, simply ended less interesting than others. Unfortunately, these TASes were rejected because they were not entertaining enough, by the standard of the judges. There are flaws with this (mostly that games which a small body can judge non-entertaining can be entertaining to some), which, among other things, led to creation of the Vault. However, the important thing is that the Vault, as stated, is "for record-keeping purposes." Even the Vault - which, by its design, is a "dumping" tier for less entertaining games; scary black icon, separate portion for vault and moon/stars - still needs the criteria of the game actually being a game. There's no acceptance of bad games that don't even qualify as games in the vault. So, our criteria here is a game which qualify as a real game. What's a real game? It's defined a little in the Vault rules, under Game choices. I'll cover some other criteria as well, but the main idea is justifying if this game is a real game or not. Why do we need this distinction? Because otherwise, there is no limit to what kinds of "games" you can submit; whether they be even games or just simple program with no goals, educational games, visual novels (which are not games), choose-your-own-adventure. Or, more closely to this case, games which masquerade as one but are not (Barney's Hide and Seek, for example.) And, since Dr. Jekyll and Mr. Hyde was brought up, I'll try to evaluate it as well along with this game. Let's evaluate the two main points needed for this game to get in Vault: Game is definable as a game Both of these are definable as games; they have a start, an ending, with gameplay throughout. Non-trivial Here, I'll cover the two other points: * the game must be non-trivial. That would mean, a game that consists only of going right would be rejected (trivial.) * the game needs to stand out from unassisted play. Dr. Jekyll and Mr. Hyde is non-trivial. Can the same be said from this game? Well, the game is certainly easy, it's certainly slow, but it's also non-trivial. There is no "trivial strategy" that can be used here; it's a platformer with goals, you can die, there are parts with difficulty. Dr. Jekyll and Mr. Hyde stands out from unassisted play. The majority of the run is very different from even the best speedrun. Is this game the same? We are answered: it stands out from unassisted play, because there are hard things, and you can fail at doing these hard things. We are also answered: there are tricks you can do TAS-only, therefore it is different from unassisted play. For hard things that you can fail at: this is a rather weak argument. If I spent some time training at this game unassisted, then speedrun it, I would not fail at those glitch segments, even if they are frame perfect. Because the rest of the game is very easy anyways, with only those parts to train, it would be easy to match a TAS. So, let's give the author the benefit of the doubt, and say that, the second argument, there are tricks you can do TAS-only (and not without a real human getting enough practice) is true. Does that make the game different enough from unassisted play? My answer is no. Maybe the judge's answer will be different, who knows? The vast majority of the game is either autoscrollers or very easy movement. The only thing that would distinguish a TAS and a non-TAS run would be these small TAS-only segments. But otherwhise, the runs would be the same! Here there is no difference between TAS and non-TAS. The game/program simply doens't allow enough variance that speedy runs differ in any way. Conclusion So, I can say: this game is trivial. And this brings us to the very first point I made in my first post. There is no point in TASing these games. Even TAS does not separate from unassisted play, the games are just too bad to be able to give TASing material, let alone entertainement material. I think it would be better to focus on TASing real games, for improving as a TASer and for the audience. Don't TAS for the sake of TASing, TAS a game instead. These rules were made for a reason, to avoid exactly these kinds of bad games while allowing the original intent of the Vault. And the reason why; read my first post again. And, if it's not clear enough what I am really arguing against here: I'm arguing against TASing bad games in general. It goes against the spirit of TASing, and has no real point. The rules we have (notability notably) are a nice cutoff point now, because if we accept games that just have some things different enough in TAS, that have some cool tricks, as in, we follow RSY's definition, then what stops me from making a game that just walks right on a platform with some holes in the ground, and then say "but this TAS is different from a would-be unassisted play, because my jumps were optimal"? What stops me from taking a hundred garbageware games with a same engine and different branding, one or two glitches that make them "stand out" according to RSY's definition, and them submit them in droves? It's actually worse than useless, because people might expect something useful and waste 30 seconds of their lifes. People looking at submissions may not even see good runs because of all the bad games. And if they get accepted because of some dumb "following the rules" because, well, technically, these are games for RSY, then we just end up with a bunch of wasted time encoding and 100 new TASes that nobody has interest about, not even the maker. This is hyperbole, but it illustrates my point a little.
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Yeah, I didn't know about it. Free improvement for someone who wants the run :)
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xy2_ was right. It is possible not to be entertained by a TAS you made yourself.
In that case, I don't think there's much point in making these types of runs. Let's take a quotation from True:
True wrote:
The art of TAS has surpassed merely playing a game. TASing is the game itself, and sometimes even that is eclipsed by making things play that game for you too. Metagaming of sorts. The best players of this game know how to break all the rules, and this necessitates understanding the architecture and peculiarities of the target, and of the tools used to work said target.
For people that engage in reverse-engineering, the last part is familiar. TASing is comparable to it in a few ways: you have a target (a fixed program/game which you cannot modify) and exploit/find bugs/glitches in the target. Doing so requires understanding of the target, whether it be just surface analysis (casual 'glitch-hunting' to understand the mechanics of the game) to full-fledged disassembly (requiring an extreme amount of time and mastery). The difference is that the TAS, instead of just stopping at finding exploits, uses this new knowledge in order to make the TAS. However, the main difference between these two is the nature of the target. For a TAS, the game is of critical importance: even the most optimised TAS will pale in entertainment behind even a less skillful TAS of a high-profile game. Thankfully, the TASer has the choice of the target. Where am I leading here? In my opinion, TASing games like this is completely missing the point of what I said above: TASing a bad game doesn't make it easier for the TASer; it actually makes it way harder! It is a surface approach to TASing, which amounts to the same thing as just playing the game casually, in my opinion. If the game is bad, but has elements that, in TAS, can make it a good game, then it's worth it. But this game has none of that. Is this game good? No. Noddy moves so slowly that you would probably be capable of holding the right button a good 20 seconds without nothing happening. The car levels are slow and boring. There is no way to speed anything up. (In contrast, real games don't just consist of walking left and right.) So, the only thing left to optimize is turning around and jumping. As it turns out, these are basic platformer mechanics; and a frame perfect turning around and jumping.. it's kind of the point of a TAS to be frame perfect, because you can control every single input on every single frame. Maybe this game has some value for record keeping? Well, nobody speedruns, plays, or even cares about this game at all. In fact, it's hard to find a person that cares about it at all, considering even its maker - the one that probably, out of all the people here, knows the most about this game, considers it crappy. So, there's not much point in making these types of runs, because the medium is just bad. In my opinion, TASing is a very unique activity, which is hard to master but can create very good runs - but there's no point to bog it down with bad games which make even the TASer look bad. If you don't even enjoy the game or like the run you're doing, then there's no point to make the run. Taking TASing as an independent activity in of itself, and not as something which is very tied to a game, leads to these kinds of runs, in my opinion - the runner doesn't TAS a real game, or something which they enjoy, but rather something bad (on purpose?) for close to no reason. Maybe it is something that you can do in isolation, and if that makes you learn new concepts, then go for it - on the other hand, if they are just boring runs on bad games done for the sake of them, that you don't like, it's not really good for publication even in Vault.
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You can use userfiles for these comparaisons.
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Looking at the above table, we notice:
  03000000-03007FFF   WRAM - On-chip Work RAM   (32 KBytes)
And indeed, this memory block corresponds to IWRAM for Bizhawk, not EWRAM. Since these adresses only vary in their 4 last digits (from 0000 to 7FFF), the correct values to enter would be, with domain IWRAM:
1BFA 2 U x
1BFE 2 U y
1C2F 1 U charge
1C06 1 S spdX
1C0A 1 S spdY
1943 1 U 256 frames rule
214C 1 U HP
Post subject: Subpixels 2: Electric Boogaloo
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A simple script, able to be extended: right now I just added X and Y speed and pos at the bottom. http://tasvideos.org/userfiles/info/44092704218140697 --- On jumping, since this wasn't properly explained in the previous post: here are the different speeds for how much you hold A. Summary: holding A for 23 frames is best (you can see why easily.) https://files.catbox.moe/g1z5zl.png ---
I assume it's sub-pixel nonsense
Yeah, it is! The reason is simple: when Goku hits the ground, the subpixel carry on the Y pos is kept. So, even though two distinct Y positions can have the same pixel value (and both be considered on ground), they can have different subpixel values. Since this is carried over to the next jump, a bigger subpixel carry will ultimately mean a pixel difference when jumping (and a desync.) Here's an example; these are the two Y positions for Goku at the bridge before the second fight, on ground, taken from MUGG's movie and mine. Mugg has 110512, and I have 110344. If you divide these two values by 256, you get 431,6875 and 431,03125 respectively. Notice in both cases, the non-decimal value is the same for both (431) but the decimal value is different (.6875 for MUGG, .03125 for mine.) If a jump is initiated, you can see that the jump will go higher (in some cases even a pixel higher) Why do jumps modify this, and thus "cause desyncs"? Simply because the total height change in subpixels upon landing on the ground is not a multiple of 256, and so the subpixel carry changes. It turns out we have two dimensions to optimise now; both x and y position. Right now we want an Y position as high as possible (so we can do longer divekicks); this means optimising for the highest Y carry. As noted, the easiest way to influence this is simply by jumping - different height will lead to different carry changes as well. All of this is not too easy to optimise, because even if we enter a fight with a good carry, the jumpkicks and divekicks done during fights will modify it.* --- And with some further optimisation, I finally saved a frame: http://tasvideos.org/userfiles/info/44113140486002433 This is probably the last one that's able to be gotten out of this segment. I gained the last subpixels by optimising the pterodactyl jump further (so we stayed in the air at 512 speed a little less). Note that I changed the direction of the upwards kick, but this is only visual.
Post subject: Same movies, spaced 30 minutes apart
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Divekicks are faster than running, but only if you can sustain the divekick long enough to make up for the 6 frame windup. Thankfully jumping does not slow Goku down once he runs, so we can jump as high as we can, then divekick, and this will be faster as long as the terrain under Goku is low enough from the terrain he jumps off to make up the frames. I saved 4 frames before the first fight doing this: http://tasvideos.org/userfiles/info/44066904840703641 --- EDIT: Rather surprisingly, I did the exact same thing as MUGG.. who submitted this movie with the same frame amount 30 minutes before mine: http://tasvideos.org/userfiles/info/44066406842318028 --- EDIT: Well, since we're at it, and now that I actually have adresses, I might as well beat MUGG. Doing a 23 frame jump is better. 248 208 168.. (21) 312 248 208.. (22) 312 272 248 208 168.. (23) 312 272 232 192 152.. (24) There are a few mechanics to note here; this happens because when you release A, the game slows down Goku's jump, which correlates which sharply dropping off speed: Goku's Y speed is set at 248. Indeed, when you drop A with low jumps (for example, holding A for 6 frames): (952 248 208..). Why does it not happen when held_A_duration > 23? Simply because 22 is the maximum jump duration. Since A is held for > 23 frames, for the game, it is as if you never released A, so the 248 set never happens. This may not seem like much, but you'ill notice that the way speed is applied to Goku is based off this speed. So, "starting" the after-jump with a Y speed of 248 will mean the next frames will have a Y speed a little higher, than if Goku has 232 speed. Be very careful with divekicks and lag! In some occasions, even though the divekick works and the speed adress is properly updated, Goku's X position is not updated for 1 frame during the divekicks, which effectively makes you lose a frame. (The frame is not marked as lag in the emu, though I suspect it to be.) I didn't notice this and wondered why I lost so much subpixels over MUGG, until I compared my second divekick with his. Delaying the divekick a bit worked. As such, I saved 128 subpixels over MUGG. Movie: http://tasvideos.org/userfiles/info/44067894425415590 --- To finish, here's a file with 17 frames of improvement up to the start of the second fight (synced for Bizhawk 2.2.1): http://tasvideos.org/userfiles/info/44073066059345383 The first fight is just copy-pasted, I tried to improve it a bit but it was already very well optimised. The only change is the jump at the end which is made so that the second divekick is more towards the edge of the screen. After that, one long divekick to gain some frames. I could have made one long divekick or two slightly shorter ones, but the long one ended up faster by a frame (probably because of the 6 frame windup.)
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KnucklesMaster368 wrote:
I just realized about notepad++ when I was TASing 4-2. With that in mind, I might optimize it some point soon. My main goal is to get rid of the A presses in 1-5.
http://tasvideos.org/forum/viewtopic.php?t=19493