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marzojr
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Hm. I guess I found the lack of latency odd. Anyway, here is the raw script integrating the HUD disabling code for S1 (and variants) and SCD with the Lua HUD and jump predictor. Both the original HUD disabling code and the jump predictor can be independently toggled with global variables at lines 131-132. Since there are multiple frame advances per frame, emulation can be quite slow with everything on. By the way: it seems that combining multiple scripts that do save states/frame advances/state loads lead to odd behavior. For example, using the script you posted above in conjunction with the jump predictor from the Lua HUD causes Sonic to jump around like a madman. I am guessing that this is because even gens.emulateframeinvisible calls registered Lua functions, which causes corruption of the intermediary saved states used by the scripts. I guess that the only way to solve this would be to allow a script to temporarily disable other Lua callbacks. Done correctly, this could even replace the use of 'incallback' variables by a more robust mechanism.
Marzo Junior
marzojr
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I uploaded a new version of the script, fixing a bug with solo Tails in Sonic 2. I also redesigned everything, making the script object-oriented for several design benefits. Hiding the game HUD for S1 and SCD using Nitsuja's code is straightforward, but I haven't included it in the script above -- it causes a slight visual discrepancy which is annoying for TASing, forcing you to constantly rely on the jump predictor.
Marzo Junior
marzojr
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DDRKhat wrote:
I wasn't aware that Lua could do that to Gens ? Especially the camera hack?
From the descriptions of it given elsewhere, the camera hack seems to save a state, change the camera position (in game RAM) to center on the off-screen character, emulate 10 frames while preventing all objects from moving, render the result and load the saved state without redrawing; that would be doable in Lua. But note that this is from descriptions of it -- Upthorn or Nitsuja will have to correct me if I understood it incorrectly.
Marzo Junior
marzojr
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DDRKhat wrote:
The thought is appreciated and I may very well grab that script and use it later. However with my current Sonic 2 "Gens" , if I view Tails, it doesn't show hitboxes 100% correct.
One thing I keep thinking of is that the camera hack, hitbox and solidity displays should be offloaded into a Lua script. That would make them better customizable and let them be toggled independently without having to recompile Gens.
Marzo Junior
marzojr
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DDRKhat wrote:
I still have that Gens modified for keeping Tails locked on screen but unfortunately I couldn't figure out your guide about changing the information at the top right to the currently locked character (So that I can find out Tails' acceleration etc) I'd appreciate it if you would try to explain again how I may do it.
If you prefer, you could use the LUA script I posted over here instead of those. It shows position (down to subpixel), speed (and inertia), ground angle and predicts jump speeds -- how your speed will look like in 2 frames if you hold 'C' for the next 2 frames. Although I should probably make the predictor not press any directions as in SCD since S2 has an air speed limit too...
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marzojr
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FuzZerd wrote:
I'm pretty sure I did a 0:14:06 run and synced up the rest of metropolis (although SC desyncs)
What strategy did you use to get to the zip point? This is the biggest issue I am having in improving it.
Marzo Junior
marzojr
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Toothache wrote:
As for Metropolis 2, I don't know if optimised, the same tactic could go sub-14 seconds in a TAS. It seems the counter was about to tick to 15 when stanski passes the checkpoint, and I doubt there is close to a full second of improvement.
Indeed the best I have been getting thus far is mid-14 (0:14:27 to be accurate) in Metropolis 2: see this.
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marzojr
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Toothache wrote:
Does anyone read my posts?
Yeah, I was just about to edit my previous post pointing to yours (as I had just noticed it) when you posted this. So it seems that no, nobody reads your posts :-)
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marzojr
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As PikachuMan noted, it would be a lot better to do it as Knuckles -- with the rings not resetting after a special stage, grabbing all emeralds would be blazing fast, with minimal backtracking. In any case, it would be possible to have all emeralds by the end of Emerald Hill 2, although the zones would be a lot slower in original Sonic 2. Moreover, Super Sonic isn't all that useful or different from Sonic, though: the routes would be faster, but Super Sonic doesn't really open new routes. This would probably lead to conflicting similarities between the runs -- which is another point in favor of doing the Knuckles version instead. But in any case, I have to ask: what about DDRKhat? Has he given up?
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marzojr
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Not much, it seems; that level appears to be the only one for which there is (such) an improvement.
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marzojr
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Felipe wrote:
I discovered that the metropolis zone 2 can be passed in 27 sec
27 seconds? Try 14 seconds.
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marzojr
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This is probably the very same one used already in the run.
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marzojr
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That is an interesting solution: you are correct, it does make it possible to hide the original HUDs in S1 and SCD without desynching, yes. It will take some thought to integrate it with the jump predictor in a way that does not slow the emulation to a crawl, though, as well as the new HUD drawing.
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marzojr
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After some digging around, I managed to figure out the remaining addresses for Sonic CD, so it works completely now; the OP has been updated to point to the new scripts. I figured out ways to disable the HUD in Sonic CD, as well as Sonic 1 (and hacks); however, when I tested, they caused desynchs in the published movies. So unless someone knows how to do it without causing desynchs, I guess I'll leave it as is.
Marzo Junior
Post subject: Sonic TAS tools (was: Lua HUD for Sonic games)
marzojr
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[edit] Table of contents
  1. TAS Map Pack
  2. Gens rerecording with Camera Hack/solidity display
  3. Lua TAS HUD

1. TAS Map Pack For the meaning of the solidity overlays, see the section on the camera hack versions of Gens, below.
2. Gens rerecording with Camera Hack/solidity display Here are versions of Gens compiled with Upthorn's and Nitsuja's camera hack, solidity display and hitbox display. It is only safe to use them for the corresponding games (and some limited hacks of each). There are some modifications of mine which hopefully will eventually be merged into SVN; they improve the hitbox display for the main character (including insta-shield support for Sonic), adds support for the 2P Tails and makes use of the collision response list in Sonic 3/Sonic & Knuckles/Sonic 3 & Knuckles. With 'num lock' on, the base address of objects is shown, as well as the angle on the ground. To use the base address, prepend "FF" to the value shown and you have its base RAM address. With 'scroll lock' on, camera hack is disabled; otherwise, you can scroll through objects with 'page up'/'page down' or return to Sonic with 'home'. If the selected object is offscreen, the emulator will display centered on the selected object. While rings and sprites show, only rings on the same vertical slice as Sonic (give or take) can be taken, and Tails (or Sonic) will generally not interact with sprites that are offscreen. Solidity is displayed as color overlays: green overlay means only the top is solid (ground); red overlay means all but top solid (wall/ceiling); blue overlay means all solid (ground/wall/ceiling); no overlay means not solid. Sonic and Tails have two hitboxes: the inner (pink) one is for interaction with things that can hurt Sonic (or which Sonic can collect), the outer (white) one is for solid objects, platforms and terrain. Sprites with red hitboxes always hurt; sprites with green hitboxes have special collision, with no main pattern; purple hitboxes are badniks/bosses; cyan are generally monitors and scattering/attracted rings. In Sonic 3, Sonic & Knuckles and Sonic 3 & Knuckles, a white hitbox in a sprite with normally another color means this sprite is currently not interacting with the player. For the player characters, blue boxes with 'plus' signs on them are drawn. These are the anchor points for sensor rays that detect terrain collision; to make things simple, assume only these points can collide with terrain. The anchor points along the top and bottom edges check, respectively, for ceilings and floors; those on the left and right edges check only for walls. A white plus sign allows zipping when embedded into terrain, the black ones do not.
3. Lua TAS HUD This script is now hosted on GitHub You can download the latest version of the Lua HUD (released Mar 12, 2015) here. To use it, extract the contents of the file anywhere and select 'sonic-hud.lua' from Gens. Compatibility list: What the script does:
  • Expanded game HUD showing score, rings, level time (including frames), number of emeralds collected (chaos, super or time emeralds) and whether a time warp is possible (and which kind).
  • Character HUDs for both players, showing position (down to subpixel level), speed and slope angle. For player 1, the current shield, the number of lives and of continues are also shown; for player 2, there is an indicator of whether Tails is being controlled by the CPU or by a (presumably human) player. Both players also feature a jump predictor whenever you are not in read-only playback of a movie; the jump predictor shows what will be your speed if you hold the 'C' button for the next two frames (for optimal benefit, avoid using that button); for S2 and SCD, this speed is calculated as it will be without holding the forward direction, due to the air speed cap in those games. Also, lines show the level edges so that you know where you will be stopped.
  • Boss HUDs, showing number of hits, a timer showing remaining invulnerability time (in frames) and position (pixel level). S2 Boom and SCD do not feature boss HUDs, but all other games in the compatibility list do.
  • Dynamic status HUDs, showing several (most? all?) relevant timers (see below for a list), as well as the current charge in a spindash or peelout.
  • The ability to disable the original game HUDs. The current method is very robust and fast, but could potentially cause desynchs; for this reason, it is disabled by default, and it is not recommended to be used while recording movies.
  • The ability to skip "boring stuff". This is disabled by default. You can optionally toggle skipping of score tallies in all supported games (it is on by default, but does nothing unless you enable the skipping of generic "boring" stuff).
  • The ability to disable Hyper Sonic's hyperflash. This includes a graphical glitch fix. As far as I can tell, the method used causes no desynchs, so it is on by default.
  • The ability to disable the extremely annoying S3, SK and S3K super/hyper music. This is disabled by default.
  • The ability to disable all of these Lua HUDs with a simple variable. Combined with the disabling of the original HUDs, this can make for a very clean screen. For obvious reasons, this is off by default.
  • A configuration menu with persistent settings, allowing you to easily toggle all the available options.
All HUDs are semi-transparent so that they do not get too much in the way. They are positioned assuming that the input display, frame counter and lag frames are shown in the upper right corner. The timers (all in frames) currently watched by this script are: post-hit invulnerability timer (for both players); drowning timer (for both players); insta-shield (Sonic, S3/SK/S3&K); flight timer and flight boost timer (Tails, except S2); speed shoes timer; invincibility timer; super/hyper form timer; frames until time warp (SCD); horizontal scroll delay for main character (S2, S3, S&K and hacks, and select S1 hacks); for 2p Tails, respawn and despawn timers and frames until CPU takes over. The boss post-hit invulnerability timers are also watched and displayed, but they are displayed in the boss' respective HUDs. Also, slope horizontal move lock timers for both players are also watched and displayed in the respective character HUD. Changelog: Mar 12/2015:
  • Some improvements for SCD.
Jan 08/2014:
  • Fixed Sonic CD issues from previous build.
Jan 08/2014:
  • Replaced score display by camera position display.
  • Added a level bounds display which shows where the player is stopped. Yellow is for player 1, magenta for player 2; magenta is drawn after, so if only magenta is being shown, then both are being coincident. These displays are keyed by the character's HUDs, and will only display if those are also being displayed. The computations in the games for level bounds use the player's centerpoint; the HUD uses their hitbox instead. This means that the boundary will shift when the character's size changes.
  • Found and added horizontal scroll delay for s1tails and for s1knux.
  • Fixed boss code tables for S&K and S3&Amy
  • Build scripts now skips missing ROMs and warns about it.
Jun 28/2013:
  • Fixed horizontal scroll delay for non-S3/S&K/S3&K.
  • Better object-oriented model including: class/extends syntax to declare a class/declare that it is derived from another class; automatically created <classname>.new method that allocates a new instance and calls the constructor you define (<classname>:constructor); Java-like super method to call the next constructor up on the class hierarchy; widget abstract class will throw an informative error if used.
  • Error handling code to check that (1) UI widgets only accept widgets as children and that (2) functions are supplied for callbacks.
  • ROM checker no longer caches the return value of s1tails_check -- it is only ever called once per ROM anyway.
  • Fixed two of Hyper Sonic's icons.
  • Icons are dynamically loaded as needed, instead of all at once at startup.
Sep 5/2012:
  • Added horizontal scroll delay support for S2, S3, S&K, and their supported hacks.
  • Fixed bugs 'Sonic 3 & Amy' hack.
Aug 25 2012:
  • Sonic 3 & Amy Rose support;
  • Updated Charmy in Sonic 1 support to v1.1;
  • Perfect rings counter in S2;
Apr 15 2012:
  • Updated support to Amy in Sonic 2 hack to version 1.5.
Oct 11/2010:
  • Fixes error in plain Sonic 3 with the boss tables introduced in previous version.
  • Updated to Amy in Sonic 2 v1.2.
  • Tracking Tails despawn timer as well.
  • Improved Tails flight icon again.
  • Now also watching slope horizontal move lock timers.
  • Super Amy support for Amy in Sonic 2.
Sep 27/2010:
  • Revamped the ROM detection and feature set code.
  • Added several hacks to the compatibility list.
Jan 22 2012:
  • Updated support to Amy in Sonic 2 hack to version 1.5.
Apr 15/2011: Oct 11/2010:
  • Fixes error in plain Sonic 3 with the boss tables introduced in previous version.
  • Updated to Amy in Sonic 2 v1.2.
  • Tracking Tails despawn timer as well.
  • Improved Tails flight icon again.
  • Now also watching slope horizontal move lock timers.
  • Super Amy support for Amy in Sonic 2.
Sep 27/2010:
  • Revamped the ROM detection and feature set code.
  • Added several hacks to the compatibility list.
Oct 2/2010:
  • Added instashield timer.
  • Improved Tails' flight icon.
  • Fixed Marble Garden 1 mini-boss HUD.
  • Compatibility update for latest version of Amy Rose in Sonic 1.
  • When disabling or enabling the original HUD in Sonic 1 and Sonic 1-based hacks through the configuration menu, you no longer have to wait for the next act for it to be restored.
Sep 27/2010:
  • Revamped the ROM detection and feature set code.
  • Added several hacks to the compatibility list.
Sep 3/2010:
  • Fixed support for S&K and plain S3.
  • Fixed jump predictor for S2K.
  • Added Upthorn's code to disable super/hyper music in S3, S&K and S3&K.
  • Reorganized code into multiple source files, all of which include the files it needs. All the scripts directly in the "sonic" subdirectory are standalone scripts included by the main HUD script and conditionally toggled on or off.
  • Added configuration menu and persistent settings.
  • Fixed behavior of script when it was started and when loading a saved state.
  • Score tallies for all supported games can now be skipped.
Aug 9/2010: Knuckles in Sonic 2 also features boss hit counts/timers now. Aug 8/2010:
  • A slight redesign, replacing the boxes with the minus/plus signs by a larger (but thinner) bar glued to the screen edge. This is to make it easier to bring back a disabled box (by Fitts' law).
  • Hit counters and invulnerability timers for all bosses in S1 (including hacks), S2 (not including S2Boom), S3K (but not plain S3). Neither is available for SCD.
  • Tails flight boost timer. This factors in the vertical limit and limiting upward speed, as well as the actual timer.
  • Raiscan's code to skip S3K score tally, slightly modified.

The rest of the original post now follows.[end edit] I am not entirely sure where this topic should go, but given the Rewind Lua script (and other fun scripts), I think this is a safe bet; if this is not the correct location, I ask an admin to move it to the correct location. I have been working on improving the Lua HUD I developed for TASing S3&K; in its current revision (available at the end of the post), it also tracks seconds before drowning and the times before Tails respawns or is taken over by the CPU. Not only that, but it also works now on all Genesis 16-bit Sonic games (Sonic 1, Sonic 2, Sonic 3, Sonic & Knuckles, Sonic 2 & Knuckles, Sonic 3 & Knuckles), as well as 2 hacks (Knuckles in Sonic 1 and Tails in Sonic 1). It probably works for other S1/S2/S3 hacks, but these are the ones I tested with. There are a few things I would like to do, but haven't been able to; I am hoping someone has the knowledge for it. First, I'd like to extend the script for Sonic CD also; however, there is very scarce information about this game anywhere. There are a few memory offsets in the Gens source, which help; but about the best I have found elsewhere is this; neither include some information I would like were I to include SCD support, such as how SCD spindash and peel out work, as well as time warps (how long until a warp, where the time direction is stored). Other timers (drowning, speed shoes, invincibility) are easy, so I am not worried about them; but determining the game 'mode' is something I would like, if anyone knows how to do it (i.e., knowing when to show the Lua HUD, as is done for all supported games). Something else I have been unable to do is hide the original game HUD. I actually found a hackish way to do it in S1 (and the hacks), but not for the other games: ensuring that the byte at address 0xffd040 (the second object in the list) is always zero prevents the HUD from showing (this is not in the file linked above). Does anyone know if there is a similar procedure for S2/S3/S3&K? I am hoping that something similar will work for them, and for SCD (but I haven't tried yet for SCD); but except for SCD, it won't be the second object as that is Tails (and it isn't any object I tried thus far with S2). Anyway, that is what I can remember at this time.
Marzo Junior
marzojr
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Kuwaga wrote:
Would you go Sonic alone or Sonic & Tails?
Don't know yet. Having Tails around will make it harder to justify going Hyper Sonic in some levels (with the notable exception of IceCap, where I could turn Hyper instead of being hit as in the any% run, without affecting my ability to skip both levels like that run).
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marzojr
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Sorry, but if (when) I make the New Game+ version, the only restriction I will even consider adding is that Hyper Sonic should appear in all levels.
Marzo Junior
marzojr
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Nach wrote:
No, the only way they saw to kill it was make their own desktop environment. If they wanted to safeguard it they would have reimplemented the same library. Plans to do so were scrapped, in favor of killing it,
Ah, so this is why no one has ever heard of, or uses, KDE nowadays: because the FSF "killed" it.[/sarcasm] Back in the real world, there was indeed an effort on reimplementation of the Qt libraries -- the Harmony toolkit -- which was scrapped only after and because Qt became dual licensed with GPL. Neither GNOME nor FSF had anything to do with scrapping Harmony. I further submit that, contrary to your statement, GNOME was the best thing that ever happened to KDE: competition. Both ended up doing their best to be better than the other, making things better for all end users.
Nach wrote:
just like the rest of the communist FSF's goals.
So, this is the real reason for your issue with the FSF: you disagree with them in a political and/or ideological level -- apparently stemming from a misunderstanding of what the GPL actually does, as Johannes pointed out. With this in mind, it is no surprise that you -- by your own admission -- intentionally downplay their accomplishments.
Nach wrote:
Funny isn't it that glibc is mostly from Red Hat then?
Man, you should really get your facts straight... (more below)
Pu7o wrote:
Funny how, at the time the whole GNU/Linux debacle started, Linux distros didn't even USE glibc yet (they were still using libc5).
... and so should you. By the time the Linux kernel was being developed, glibc 1.0 was out. Feeling that the FSF was too slow, the Linux kernel developers forked glibc 1.0 into libc; unknown to the kernel devs, the FSF was hard at work on glibc 2.0 at the time, which is why glibc 1.0 was apparently stalled. When it was released, February 1997, it was a lot better than the fork, which by then was libc5. Nearly all distros switched back to glibc in 1997/1998, including Red Hat -- which had finished migrating by December 1997. I find it hard to believe that they would take the better part of a year to migrate to glibc 2.0 if it was mostly from them: they would be preparing patches along the way to make the transition a lot faster. See this for an overview of the history and links.
Nach wrote:
That doesn't at all justify RMS saying he invented a whole OS minus the actual OS part.
While I do agree that Stallman downplays the role of the kernel, I think you are being guilty of overestimating its role and underestimating the role of everything else needed for an operating system. But then, again, you have stated as much yourself; so no surprises here.
Nach wrote:
I don't use either of those. I have BSD Utils, BusyBox, and tcsh, as well as a shell I designed myself.
You have a system that Stallman himself wouldn't call "GNU/Linux"; why does this matter for all the other OSes that should?
Nach wrote:
I don't have glibc either. Although perhaps you may want to cite that I have a forked glibc...
So, you think that the hard work of the FSF is erased because someone forked it and added some things of their own?
Marzo Junior
marzojr
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Johannes wrote:
Linus' MINIX
Right, I stand corrected.
Nach wrote:
You really don't get it, either just call it Linux, the name of the OS, or lump everyone else in there, don't just decide to lump one of them in there and leave it at that.
But the issue is exactly that the OS is being called by the name of the kernel. And doing that is unfair to the hard work folks at the FSF did for years before Torvalds entered the scene.
Nach wrote:
Yes, but not as part of making an OS, but as part of destroying something else.
The FSF had rightful concerns about Qt: they had no way of knowing that Qt would eventually be licensed in the triple GPL/LGPL/proprietary license it has nowadays, and they were concerned that (then)Trolltech could kill KDE with licensing issues. The only way they saw to safeguard free software was to make their own desktop environment.
Nach wrote:
Yes I do, and the name they're giving it is based on the coreutils, that is the reason cited in every one of RMSs papers on the subject.
Even if this is the case, the fact that glibc and all that userland software are needed to get the kernel to actually do anything but sit idly still make a powerful argument for the name.
Nach wrote:
The whole RMS and his team invented everything back in 1992 except for a Kernel is a complete and total lie. Which is constantly being perpetrated by calling it "GNU/Linux". They barely invented anything back then at all, and a little research shows it.
A little research, such as finding the Linux 0.01 release notes (look for "Sadly, a kernel by itself") and a message from the 1992 debate with Tanenbaum (search for "As has been noted"), both of which have Linus Torvalds explicitly acknowledging that fact? Were these messages by Torvalds actually lies by Stallman too? What about the fact that the name GNU/Linux wasn't even proposed at first by Stallman or the FSF, but was proposed along with GNU+Linux and other names on Usenet in the 1991-1993 period, right after the Kernel was initially released and had begun development? Why, there was even a distribution back then, the "Yggdrasil Linux/GNU/X" distribution (from late 1992), which explicitly acknowledged X too. Meanwhile, Stallman and the FSF only started their business of promoting GNU/Linux name in 1994... oh, the evil.
Nach wrote:
But for fun, tell me why you think the setup I have should be called GNU.
Without knowing your exact setup, I can only give one procedure which will unambiguously determine that: go to your /bin and /usr/bin directories and delete all files from GNU coreutils (and bash) that are present there; you may consider deleting glibc from /lib or /usr/lib too, for good measure. Then reboot and check if your system is still usable after that. Reaching a terminal and being able to do anything (like changing to a different directory, listing the files in the current dir or editing a file) counts as "usable". If it is not usable, then "GNU/Linux" it is. If the utility is not from GNU, but another utility built for the same purpose, you shouldn't delete it.
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DeHackEd wrote:
you can have a fully functional Linux system without any GNU.
Folks at FSF actually agree that systems like that, using no GNU utilities, should not be called "GNU/Linux" but, in some cases, simply "Linux" (see their FAQ). Which means that this argument is at best tangent to the Linux vs GNU/Linux controversy: the FSF advocates the GNU/Linux name only for OSes based on the Linux kernel and the GNU utilities.
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I should know better than to get into a Linux vs GNU/Linux discussion, but this post is so utterly wrong I cannot let it slide:
Nach wrote:
Johannes wrote:
Bumping up this thing to say that I take back my whining about GNU/Linux and that Arch is awesome. It's my main OS now.
Calling it GNU/Linux is an insult to the Linux developers. If you're in the camp that believes an OS is more than a Kernel, then calling it GNU/Linux is an insult to everyone else.
Nice way to put your foot in your mouth for our amusement :-) You have it completely backwards: "Linux" is the name of kernel (derived from "Linus' Unix"). So, "f you're in the camp that believes an OS is more than a Kernel", the name "Linux" insults everyone but the kernel developers because you are lumping X, GNOME, KDE and everything else under the name of the kernel... This is especially true since the kernel alone would be all but useless without all those other utilities.
Nach wrote:
Where's GNOME
A GNU project, all the way. It was started by the Free Software Foundation because KDE was flirting with the (then) non-GPL Qt.
Nach wrote:
In fact the GNU coreutils that the name is derived from is the least amount of work involved. [...]Take credit for <0.001% of everything installed, and putting your name first?
Name... derived from the "GNU coreutils"? Are you really that ill-informed? Do you even know what GNU actually is? Or anything about the GNU Project, the [url=http://en.wikipedia.org/wiki/Free_Software_Foundation[/url] or about all the GNU projects other than the "GNU coreutils"? The coreutils themselves are "<0.001%" of all GNU projects, i.e., an insignificant fraction of GNU; but their irrelevance is shown in the fact that the total "size" of packages from the GNU projects in a typical GNU/Linux distribution is much larger than the "size" of the Linux kernel itself, even with all drivers it has (which comprise the bulk of its size). The conclusion: you should really learn anything on the subject before going making wild unsupported statements like that.
Nach wrote:
Do we call it zlib/Windows? zlib/Mac OS X?
By your logic, "Windows" should actually be called "NT" instead, and "Mac OS X" should be "XNU" instead: those are the names of their kernels, after all. But regardless, the "zlib" part is such a horrible, horrible analogy it can be dismissed out of hand: comparing all the GNU software typically bundled in GNU/Linux distributions to zlib is like saying that New York is 1 mile away from San Francisco...
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arflech wrote:
Some of the acts feel slower than in the 100% TAS; is this because some glitches could only be performed as Super Sonic?
There are no changes from the pre-existing any% run other than those mentioned in the description. Of these, all three are faster in this run because of Tails (Carnival Night 2, Launch Base 1) or because there is no pause to grab a giant ring (Marble Garden 1). If you mean the levels later in the run -- those with Hyper Sonic -- then you are correct: several tricks used there require Hyper Sonic's hyperlaunch ability to work. It might be possible to replicate some with a bubble shield, but it is hard to say if it will be any faster -- and, in some levels, said shield may not be available at all.
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nitsuja wrote:
One mistake I noticed about the movie file: the author metadata says "nitsuja & Upthorn S3&K v4" although it should say v5 and list another author. Maybe nobody else reads that stuff, though...
That is valid only for the version at Microstorage; I corrected this on the submitted version.
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Truncated wrote:
The submission form goes by the nickname field, not the real name field (where they are indeed listed). I suggest you add them in the nickname field too, if you want to list them as co-authors.
Done.
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Nice work! Loved Labyrinth 1 and Star Light zones; Star Light 2, in particular, was epic! Nice work indeed!
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