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MikeRS wrote:
The NES.
<_Q> the "theoretical maximum speed" for reading controller status is 44,744 times per second
Well, yeah ­-- theoretically. In practice, games don't spend 100% of their time polling the keypad; they just check it once per frame (i.e. ~60 times per second) and spend the rest of time doing more important things like running the AI and updating graphics.
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Screw gameplay. I want to autofire A at 22732 Hz.
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
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Hate to be the physics nerd of the group, but there is no limit to instentanious acceleration. So c, (a measure of velocity) is not the limit of acceleration (a measure of the rate of change of velocity, the actual value an acceleromiter measures). Not that it matters.
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Twelvepack wrote:
Hate to be the physics nerd of the group, but there is no limit to instentanious acceleration. So c, (a measure of velocity) is not the limit of acceleration (a measure of the rate of change of velocity, the actual value an acceleromiter measures).
Depends on the mass, I think. To accelerate something, you need force. Force times distance is energy. That energy requirement depends on the mass. I would think the upper limit on energy would be somewhere where it would be equivalent to the amount of mass (E=mc²) would yield a black hole that prevents the mass from escaping at all :P Sketchy, yeah. But of course, in games, there is really no velocity or acceleration. A pixel appearing at point A and then at point B is no movement, it's just two different pixels activated in a sequence. Same goes for signals sent from a supposedly motion detecting meter circuit.
upthorn
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Boco wrote:
MikeRS wrote:
Blublu wrote:
(assuming the Wii accepts 60 inputs/s.)
Very few systems actually accept input that slow, so it'd just be a really-fast turbo :)
Wh What? Can you please name a single system that accepts input with more resolution than 60 Hz?
NES, Super NES, Sega Master System, Sega Genesis, Nintendo 64, home computer. Most games only poll the input once per frame, though.
How fleeting are all human passions compared with the massive continuity of ducks.
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Now we need a lego robot that can use a normal NES controller ... and one faster than ROB We could call it TASROB... it would also have to turn the power on. Then maybe we could see if the TASes would really work on a real NES? Actually a robot probably wouldn't push the buttons with enough precision. Maybe some sort of USB controlled device that would mimic controller output directly and precisely. And that had precise control of the power and reset buttons. Yeah, i'll get right to work on that... next tuesday... mumble mumble or something. ;)
I make a comic with no image files and you should read it. While there is a lower class, I am in it, and while there is a criminal element I am of it, and while there is a soul in prison, I am not free. -Eugene Debs
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Bisqwit wrote:
To accelerate something, you need force.
Force is defined as mass times acceleration. (F=ma) So for any given mass m, there is some F, that would yield any a. Simply put, regardless of what acceleration is desired, there is some amout of force capeable of causing that acceleration. Work is defined as a force over a distance, and describes the amount of energy transfered my a force. (W=FD) Provided that the D is small, which is to say the force only acts for really short amounts of distance, the work done, and consequently the energy needed can be arbitrarily small. Relivity does not really affect this, because all that is required is that the acceleromiter reads the data at the instant when the device is accelerating. This means that regardless of how high a value for acceleration is desired, the acceleration could be so brief that low amounts of energy could be used, and the velocity of the device would remain non-realitivistic.
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Of course, you will have trouble representing enormous instantaneous accelerations when the force along each axis has to fit within 1 byte for the Wii to read it.
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nitsuja wrote:
Of course, you will have trouble representing enormous instantaneous accelerations when the force along each axis has to fit within 1 byte for the Wii to read it.
The more realistic limitation.
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Sir_VG
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alden wrote:
Now we need a lego robot that can use a normal NES controller ... and one faster than ROB We could call it TASROB... it would also have to turn the power on. Then maybe we could see if the TASes would really work on a real NES? Actually a robot probably wouldn't push the buttons with enough precision. Maybe some sort of USB controlled device that would mimic controller output directly and precisely. And that had precise control of the power and reset buttons. Yeah, i'll get right to work on that... next tuesday... mumble mumble or something. ;)
If that happened, just imagine the reactions over at SDA. Some games would be too easy to tell, but I imagine a game like Super Mario Bros would be very hard to tell, unless you did some really screwy stuff.
Taking over the world, one game at a time. Currently TASing: Nothing
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All you would need is a usb device that connects to the controlley port of a console and playes the emulator movie files, converting them into ations on the real console.
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You'd also have to get the power on timing right though -- plus whatever other unforeseen issues with syncing the output with a real console instead of an emulator
I make a comic with no image files and you should read it. While there is a lower class, I am in it, and while there is a criminal element I am of it, and while there is a soul in prison, I am not free. -Eugene Debs