Posts for feos

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Experienced Forum User, Published Author, Site Admin, Skilled player (1238)
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Woops, I didn't notice you've changed the branch. I've been talking about "all items" for quite a while. To be fair, "collectables" sounds kinda ambiguous to me. It feels like an arbitrary middle ground between unlockables and items. How do we clearly and unambiguously define a collectable? The definition should be easy to apply and see if an object belongs or not.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Full completion means there's nothing more to gain within the criteria. You can't get all weapons, and you can't get all nano/armor/health pickups. It means their collection can't be full. You can't collect 100% of them. So they can't be required for full completion. Whatever else you collect in addition to fully collectable ones, can be a speed/entertainment trade-off. It just has to actually increase entertainment. Which means it doesn't have to cost too much time. This is a subjective balance.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I'm asking questions that help to find out which items fit our site's definitions of full completion, and which don't. If you can't collect all health, armor, and ammunition items, we can't include them in "all items", since it'd obviously be not "all", but "most". "Most items" can't be clearly and objectively defined, as new tricks or route solutions may lead to collecting more in future. So "most items" won't work as full completion. My definition suggestions were a part of brainstorming while not knowing the game well. The result is that we can just apply the rule I quoted and see what fits, and whether it's bad or good to include. From your definition suggestion above, we boil it down to these:
  • All posters, ribbons, supercharges
  • Trapmine
  • All armor and jump upgrades
  • Yukabacera’s scrambler
Weapons can't be a part of it since you can't collect them all in one playthrough. Even then, is there anything else we're forgetting?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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What about the rest of the post? We still have items that don't require several playthroughs and whose amount is known for sure to address.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Okay, please read the whole post. If that aspect sound bad regardless, what about items that don't respawn during one playthrough?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Thanks for participating guys! Here's our set of defining principles for any full completion category:
Full Completion Rules wrote:
A clear consensus is required on what constitutes full-completion.
  • Some games reward the player for something internally defined as maximum completion goal.
  • Sometime full completion requirements are explicitly mentioned in the game instructions.
  • Full completion can only consist of optional one-time, irreversible, or otherwise strictly limited accomplishments that can be objectively measured and maximized.
  • Conditions that are imposed unofficially by players are only eligible if they originate from fundamental game-play features.
  • Community agreement is required when defining newly invented full completion goals, or if existing definitions need to be revised.
We don't require beating the game several times; even if there are games strictly defining 100% as such, I don't remember a single game where the community agreed that it should be a part of the full completion definition. Not being able to collect something twice at all, even after reboot, would be a clear aspect, but if it's not feasible, we may agree to require items that don't respawn in a sector. The amount of sectors is known and limited, so if you play each sector once, the amount of such items should also be known and limited. Though it could be a bit hard to objectively tell what this amount is. Especially given the fact some things are really hard to accidentally spawn, or randomly guess how to get. Daniel describes how to get them, but how can we know that there's nothing more, like maybe he forgot something? Or maybe something can be spawned by abusing a bug? We don't allow using bugs to increase your completion points, as the linked rule tells after the part I quoted. So let's define it like that: items that don't respawn per sector, don't require several playthroughs, and whose amount is known for sure. How many of those can we count now? If some category of items has items that don't fit, we better exclude the whole category. For example, if we define weapons as items, and can't collect all weapons, we can't name the goal "all items".
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Let's go through what the author lists as "items", since it's the only connection to this goal. Ribbons, Supercharges, and Posters are present in each sector this movie plays through, one of which per sector. Their overall counts are known, they can all be collected in one playthrough. To all Ribbons Iji reacts with a certain monologue as I've been told, and Posters are directly available in the in-game menu, and you're informed when you have them all collected. Those are the only items Daniel describes in the game guide in details. Armor upgrades are available in several sectors, and you can't collect them all, only 3 of them, which makes the rest disappear. If you collect them, how much time would that add? Jump upgrades I think you do collect, but I don't remember if you collect both or just one, or whether getting both makes the jump higher than just one. Do you get both? If not, how much time would that add? Trapmine can very well be collected once and for all, how much time would it require? What about Nano, Health, Armor, and Nano overload? Is their count per sector limited? Do they respawn? How many of them are there per sector? How much extra time would they require? What about Weapons and Ammunition in that regard too? Also overall, which of all these items persist across reboot, as in, recorded in the game save file? Which of them reappear after reboot? This is all important to know because there's no explanation anywhere why exactly the 3 item types are picked and no other item type is required. If we want to define full completion for now and future, this info should be documented and discussed. Having a community definition already in place does play a role, but there's just a single run of "all items" at speedrun.com, so there's no way we could blindly rely on that as their community definition.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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moozooh wrote:
the game tracks your progress with two of them (the posters and the ribbons).
Matslo123 wrote:
The reason I only chose these is because they are tracked by the game (in the ingame and main menu).
I can only see Poster viewer in the main menu and nothing else related to those item types in either main or in-game menu. How are they tracked exactly?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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$71A6 is level counter, and it does indeed cap out at 9.
Language: asm

8E38: 21 A6 71 LD HL, 71A6h AF:0444 BC:005C DE:8900 HL:71A7 8E3B: 7E LD A, (HL) AF:0444 BC:005C DE:8900 HL:71A6 8E3C: FE 09 CP 09h AF:0844 BC:005C DE:8900 HL:71A6 8E3E: 30 01 JR NC, +01h AF:089B BC:005C DE:8900 HL:71A6 8E40: 34 INC (HL) AF:089B BC:005C DE:8900 HL:71A6
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Experienced Forum User, Published Author, Site Admin, Skilled player (1238)
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Coleco is good since gameplay actually matters there. And please post your updated movie.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I provided a few hints here, subscribing to all reads should be quite possible: https://github.com/mamedev/mame/issues/3649#issuecomment-491249964 See if you can make it pass the address (and value if needed) over to lua. Hook without arguments works, I tested on exec.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Nice discovery, but the movie is kinda weird. The glitch makes the movie consist of holding Down for some seconds and then Up for some seconds, repeated 9 times.
  • You can start holding Down way before it's needed.
  • You can release Down way after it's not needed anymore.
  • You can release Up way after it's not needed anymore.
  • The only gimmick is in a 1-2 frame window when you need to start holding Up while still holding Down.
This is obviously trivial to TAS, like in Duck Hunt where all you need is finding the first frame to shoot and the spot to aim. Then you can be sure that within the existing knowledge base you will always be getting a frame perfect movie. In theory, a new glitch could be found that would make the movie even faster. Overall there are quite a few more possibilities in this game than in Duck Hunt, so in the end it can be considered not as trivial, though borderline. I think it's passable. As for the starting level, due to the glitch all the unique content and all the difficulty changes have been rendered irrelevant and don't affect gameplay in any way. I made this movie pick option 3, adjusted every level's Up/Down glitch by a single frame, and the movie completed level 9 without problems. In the ports without this glitch, gameplay differences actually play a role, but not here. Since this game does loop at level 9 which is still the hardest, it can be considered a valid ending point for a movie. If the game kept incrementing the level count indefinitely, we'd likely accept a movie that only plays through the first loop, because difficulty and new content are irrelevant here (provided they are indeed irrelevant in every future loop too). But this movie's ending point is fine. What I would prefer tho is starting from level 3. As I already tested it syncs just fine after a few trivial adjustments, so there's no technical problem with that. DrD2k9, do you have thoughts on that?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Bizhawk doesn't have a working debugger, but it has a working tracelogger! Some workflow hints: http://tasvideos.org/ReverseEngineering.html
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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ThunderAxe31, when judging this movie, please verify the cyclecount and suggested movie time that originates from it. Also there's another movie that needs to be verified on the same subject, I think it'd be handy to do check both at once.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Anyway, we can't have as many branches as speedrun.com does. The more branches we publish, the more overlapping content they have. Some games may allow lots of vastly different branches, but for most games it maxes out at 2-3. Of course it doesn't mean most games we publish TASes for have 3 branches, people don't tend to push every game so hard. But still, after 3 (and especially more) it becomes really hard to invent something unique and stunning. Things unavoidably start to overlap.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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As posted here, we have a proper fix for bizhawk's N64 video where x264 would die during timebase calculation for the primary (or any dedupped) encode. It happens because bizhawk outputs inconsistently timed dupulicate frames (whereas real N64 outputs at consistent half framerate), and x264 is incapable of making it look sane. But if we tell it exactly what timebase it is, the problem goes away. And we know that, it's N64 framerate reversed! 60000/1001 fps -> 1001/60000 timebase. So to actually fix dedupped encoding, add this argument to the x264 command: --timebase 1001/60000
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Looks nice!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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As for the run itself, I found it quite boring. I'm not a fan of SMS games in general due to their relative simplicity, and this one wasn't bad, but the lack of music and specially the desert pausing killed it for me. The only good part in the end was wall-clipping, but it was way too rare. Voted No.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Then won't it be faster to kill more and still get that ending?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Do you even have the latest avisynth installed?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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That doesn't contain any more details, oh well. Does your .avs script open in virtualdub if you drag'n'drop it?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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TASVideoAgent wrote:
I used NTSC for this run because this game has a release on the Gam*Boy and Aladdin Boy (the Korean equivalents of the Master System).
Please provide the source of this info. I guess K in the ROM name stands for Korea, but I can't easily find the links. Also this would mean this ROM works in both PAL and NTSC modes equally well? EDIT: Okay this page has release info and scans for Korean SMS release. They don't mention how they know it in their edits, but I think it's fine to trust them.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Open global.bat in a text editor and remove @echo off. Open command prompt in the folder where global.bat is. Click on cmd's left corner, and in properties set buffer height to 999, also set allow mouse selection. Type in globcal.bat 2 3, hit enter. It will wait a few seconds and then print all the extra text to the screen. Select everything, rightclick (it copies the text), and paste here https://pastebin.com/ Save the paste and post the link.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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MovieClassGuidelines wrote:
Pacifist version Used for movies that explicitly avoid killing enemies (or only kill as few as possible) when it is unnecessary for game completion, even at the expense of completion time. In games where avoiding unnecessary kills does not postpone completion, it can be used as a stylistic choice and should still be tagged.
Those turrets are enemies, we don't divide enemies into organic that we spare and mechanical that we can freely butcher - a pacifist person spares both. Even then, not only unnecessary kills but even unnecessary violence can put people off in a pacifist movie. It's a subjective thing, but our Moons tier where we accept side goals (other than any% and 100%) fully depends on subjectivity - entertainment, as well as whether the movie goal feels solid and sensible.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I would say a pacifist goal makes the most sense in games where you're supposed to shoot everything (Contra) or hack and slash like crazy (Ninja Gaiden). When the regular route already consists of avoiding/dodging/sparing most of the enemies, there's no explicit pacifist feel in the no-kills run - any% is already almost pacifist!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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