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Joined: 11/26/2005
Posts: 285
Titus Kwok wrote:
http://amasci.com/miscon/speed.html
tl;dr Nah, just kidding. Thanks a lot people, I now know how electricity flows! :) Edit: To quote text from the link: "If you push on one end of a column of putty, the far end moves almost instantly. Energy flows fast, yet an electric current is a very slow flow. " That's the word I was looking for. Merge of double post:
Baxter wrote:
I have no idea at what speed the information is sent... but it will not be faster than the speed of light.
I thought there were maybe some quantum mechanics wackiness that allowed the spaces between the electrons in the wire to be perfectly constant all the time.
Chamale
He/Him
Player (178)
Joined: 10/20/2006
Posts: 1352
Location: Canada
How does one create a user page on tasvideos?
Former player
Joined: 3/30/2004
Posts: 1354
Location: Heather's imagination
Chamale wrote:
How does one create a user page on tasvideos?
PM Bisqwit, or find him on IRC, and ask him to make you one.
someone is out there who will like you. take off your mask so they can find you faster. I support the new Nekketsu Kouha Kunio-kun.
Chamale
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Player (178)
Joined: 10/20/2006
Posts: 1352
Location: Canada
What game is this? I wanted to play it just to see whatever Engrish there must be.
Joined: 9/17/2007
Posts: 10
No idea exactly what game that is, but that character is Terry Bogard from the King of fighters series of games. Edit: Since I'm apparently just as blind as Chamale From the game: 'SNK vs Capcom' for the Neo Geo Pocket Color from the bottom of the page :(
Chamale
He/Him
Player (178)
Joined: 10/20/2006
Posts: 1352
Location: Canada
Is it possible to make a link on tasvideos that simply links to all of a player's movies? Something like http://tasvideos.org/movies.cgi?player=Chamale or something.
Joined: 3/17/2007
Posts: 97
Location: Berkeley, CA
Chamale wrote:
Is it possible to make a link on tasvideos that simply links to all of a player's movies? Something like http://tasvideos.org/movies.cgi?player=Chamale or something.
For you, http://tasvideos.org/Movies-214up-Obs.html. Remove the "-Obs" to show only your non-obsoleted movies. You can find the magic number (214) by clicking "players" on the main page...
IRC nick: UncombedCoconut
Banned User, Former player
Joined: 3/10/2004
Posts: 7698
Location: Finland
Why are the numbers in the keyboard numpad arranged differently from the numbers in a phone keypad?
Joined: 10/3/2005
Posts: 1332
Warp wrote:
Why are the numbers in the keyboard numpad arranged differently from the numbers in a phone keypad?
I managed to dig up an answer. Really quite interesting... http://www.vcalc.net/Keyboard.htm
Banned User, Former player
Joined: 3/10/2004
Posts: 7698
Location: Finland
One thing started puzzling me about the NES. If I have understood correctly, the NES has only 2 kB of RAM for the program's data. The program code itself is not copied to this RAM (it wouldn't even fit there in the first place) but it's run directly from the ROM memory in the cartdridge. The NES uses a MOS Technology 6502 running at 1.79 MHz. From the data I can see it seems that most opcodes take between 2 and 6 clock cycles and take between 2 and 4 bytes of memory. Let's see if I get the math correctly here: If we assume an average of 4 clock cycles per opcode and an optimistic 2 bytes per opcode, this means that the CPU can execute in average 447500 opcodes per second, which means that it has to read, in average, 895000 bytes, ie. 7160000 bits per second. This is a reading speed of approximately 6.8 Mbits/s. This is a humongous data transfer speed between the cartridge and the CPU. As comparison, a standard full-speed USB connection can transfer 12 Mbits/s. This means that the data transfer speed between the NES cartdridge and the CPU is a bit over half the data transfer speed of a modern USB connection. This sounds like quite a lot, considering the NES was introduced in 1983. (The USB standard was introduced in 1995.) Is this indeed correct?
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
I don't know the memory bus speed of NES, but the master clock in NES actually runs at 21.48 MHz (NTSC) or 26.6 MHz (PAL). The CPU speed is derived by dividing that by 12 (NTSC) or 15 (PAL), and the PPU clock is derived by dividing by 4 (NTSC).
Chamale
He/Him
Player (178)
Joined: 10/20/2006
Posts: 1352
Location: Canada
I'm working on a hack of Super Mario World, and one of the levels will include a tribute to Tetris. I'm planning to have Mario in a sort of "well", like Tetris has, with Tetris blocks falling. I'm planning to create the effect by making the level an upwards autoscroller, with the blocks in place. However, I don't know how I would make the blocks rest on the floor or each other when the floor comes to them. What block should I use?
Joined: 2/13/2007
Posts: 448
Location: Calgary, Alberta
Chamale wrote:
I'm planning to create the effect by making the level an upwards autoscroller, with the blocks in place. However, I don't know how I would make the blocks rest on the floor or each other when the floor comes to them. What block should I use?
So, the tetris blocks are moving yet still? So, the floor thing shouldnt matter right? Wait, are you talking about a thing like a elevater platform moving up and the blocks landing on the platform? In that case, you should set it so the blocks, once hit by the platform, move up at the same speed at a height of zero above the platform. Is there even a way to make an upwards autoscroll? As for the blocks, you should use a melange of them for the greater effect.
Renting this space for rent. Trying to fix image on this site. Please cut slack. As of April 6th, 2012: After a long absence, here we go again?
Chamale
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Player (178)
Joined: 10/20/2006
Posts: 1352
Location: Canada
WTF, rridgway? That made no sense. Let me restate what I said: There will be an upwards autoscroll, with non-moving blocks arranged like Tetris pieces, which will stop moving when they hit the floor. Yes, I know it's all possible. But what blocks should I use?
Active player (435)
Joined: 7/23/2006
Posts: 389
Location: Washington
I think you should use blocks that look like tetris pieces.
I'm sciencing as fast as I can ! ______________________________________ <adelikat> once more balls enter the picture, everything gets a lot more entertraining <adelikat> mmmmm yummy penises
Joined: 2/13/2007
Posts: 448
Location: Calgary, Alberta
Rridgway wrote:
As for the blocks, you should use a melange of them for the greater effect.
WTF yourself Chamale. The overall result would look alot better if the tetris pieces looked different. Can you have the same block (Example: Music Note Block is normally white) Be a different colour than the same block on the screen at the current time? (Basically a white music block on one side and a yellow one nearby)
Renting this space for rent. Trying to fix image on this site. Please cut slack. As of April 6th, 2012: After a long absence, here we go again?
Chamale
He/Him
Player (178)
Joined: 10/20/2006
Posts: 1352
Location: Canada
No, because I clearly said that probably only 1 kind of block would work. Why did you mix some French into your post?
Joined: 2/13/2007
Posts: 448
Location: Calgary, Alberta
Have you checked if just one kind of block would work? Do that, and then ask us.
Renting this space for rent. Trying to fix image on this site. Please cut slack. As of April 6th, 2012: After a long absence, here we go again?
Chamale
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Player (178)
Joined: 10/20/2006
Posts: 1352
Location: Canada
Yes, I have checked several kinds of block, none of which work. So, please stop questioning my methods inanely, and somebody tell me what I should do!
Experienced player (822)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
Chamale wrote:
tell me what I should do!
Chamale wrote:
Yes, I have checked several kinds of block, none of which work.
Living Well Is The Best Revenge My Personal Page
Chamale
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Player (178)
Joined: 10/20/2006
Posts: 1352
Location: Canada
Yes, and I'm wondering if there is some sort of feature I should turn on to make it work.
Joined: 11/26/2005
Posts: 285
Chamale wrote:
Yes, and I'm wondering if there is some sort of feature I should turn on to make it work.
You want blocks that scroll with the floor when the floor hits them? Like block bridge blocks? As far as I know there's nothing of this built in anywhere in Lunar Magic, nor in SMW. You'll need floor-block and block-block hit detection if you don't want to set some sort of timer for when the blocks are supposed to start moving upwards with the floor, and I don't know how to do any of these methods without a lot of work.
Chamale wrote:
WTF, rridgway? That made no sense. Let me restate what I said: There will be an upwards autoscroll, with non-moving blocks arranged like Tetris pieces, which will stop moving when they hit the floor. Yes, I know it's all possible. But what blocks should I use?
You make no sense. If you know for a fact that it's possible, give us a goddamn example (so that we can help you by studying the ROM/video)! Since if you're convinced that this absolutely works, and you're not lying there has to be something that convinced you in the first place! And what do you mean by blocks? Graphics or actual game object that behaves in a certain way? I over-reacted yesterday. Apologies, Chamale!
Joined: 4/30/2006
Posts: 480
Location: the secret cow level
Didn't SMW2 have a level like that? Bunch of blocks falling from the top, and you have to avoid getting trapped and being crushed?
Joined: 11/26/2005
Posts: 285
Titus Kwok wrote:
Didn't SMW2 have a level like that? Bunch of blocks falling from the top, and you have to avoid getting trapped and being crushed?
Yup. But that's a different game engine. :/
Joined: 2/13/2007
Posts: 448
Location: Calgary, Alberta
And I somehow doubt Chamale can tweak the game engine. The game engines do have some parts in common right? So, maybe... Question: Could a beam of light be tweaked in a way to go faster than the "speed of light"?
Renting this space for rent. Trying to fix image on this site. Please cut slack. As of April 6th, 2012: After a long absence, here we go again?
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