Posts for YtterbiJum

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I didn't know that. How interesting. The problem still exists, though.
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Post subject: Star Tropics doesn't show up in Search
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Star Tropics and Star Tropics 2 don't show up when doing a search for movies on the main site. Similarly, the Star Tropics submission doesn't show up when searching for submissions, though Star Tropics 2 does. Maybe someone should fix this. Also, it might be good if there was a stickied topic for reporting small issues like this.
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Warp wrote:
For example, try to do this in C:
Not sure what the problem is...
#include <stdio.h>

int main(){
    char* name = NULL;
    size_t len;
    printf("Enter your name: ");
    getline(&name, &len, stdin);
    printf("Hello, %s!\n", name);
    return 0;
}
Anyway, arrays are not as complicated as they may seem at first. I remember learning C from an old photocopied TurboC++ manual and getting to the part about arrays and being like "wtf is this? brackets and pointers?" But it's really not that bad. Googling "c array" turns up some good tutorials on arrays and pointers.
Currently working on: SNES Star Fox, Level 3 (100%, published) SNES Star Fox, Level 2 (33%, after Sector X) SNES Star Fox 2, Expert mode (100%, published)
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Maybe because the program uses a PRNG instead of a true RNG. Some quick testing revealed that, of 1,000,000,000 games played, the maximum number of tails in a row was 32. So by Derakon's reasoning, 0.5 * 32 = 16. More results:
$ ./cointoss 100000000 
average value: 15.435800
average tosses: 1.999994
largest tosses: 29.000000

$ ./cointoss 1000000000
average value: 16.371762
average tosses: 1.999988
largest tosses: 32.000000
Currently working on: SNES Star Fox, Level 3 (100%, published) SNES Star Fox, Level 2 (33%, after Sector X) SNES Star Fox 2, Expert mode (100%, published)
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As long as we're being esoteric, here's an entry for Whitespace:
   	
	
 	    
   	  
		 
   
    
			   			
	 		
	   
   	
   	 
		 
   	
    
			   	
				 		
	 		
   	
 
 			   	
	   		    	
			    
				  	
	   

 
 	

  		
   	     
	
      
				
 	
    
    
 
 			   	
	   		     
			   					 	  	
	  	
	 	

 
 

  	



It probably doesn't show well here, so here is a link to the file (260 bytes). Also, here is some pseudocode to explain it.
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83 in Python is ridiculously small. Good job. Supposedly Python 3.0 will change the print statement so you can do stuff like this:
print(str, end='')
to avoid the ending space or newline. I haven't tested yet, though.
Currently working on: SNES Star Fox, Level 3 (100%, published) SNES Star Fox, Level 2 (33%, after Sector X) SNES Star Fox 2, Expert mode (100%, published)
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Oh believe me, I'd be happy if people improved on my code. :D
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I don't know enough Perl to stand a chance, but I do know some Python. Here's 118 chars:
import sys
w=sys.stdout.write
w('1')
for i in range(1001):
 if i%7!=0 and any([i%n==0 for n in range(2,i)]):w(' %d'%i)
Currently working on: SNES Star Fox, Level 3 (100%, published) SNES Star Fox, Level 2 (33%, after Sector X) SNES Star Fox 2, Expert mode (100%, published)
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Hooray for my childhood games getting decimated! I found myself inadvertently humming along with the music. Should a 100% run really obsolete the any%? 45 seconds may not seem like much but for a 16 minute run it's actually quite a bit of gameplay.
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Hmm, a low% Star Fox run? Dromeceius's run of that stage looked great, since it's such a fast-paced area with a lot of dodging and funny-moving enemies. I don't think a pacifist run of every stage would be good though. Also, 2007-03-31 was my last update? Interest is kicking in again...
Currently working on: SNES Star Fox, Level 3 (100%, published) SNES Star Fox, Level 2 (33%, after Sector X) SNES Star Fox 2, Expert mode (100%, published)
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I believe you are refering to a Cold boot attack. Also, the idea of Windows and any GTK- or KDE- or X- or whatever-based system sharing the same RAM for clipboard use is a moot point anyway, since the different operating systems and windowing environments use different formats for their clipboards. (The exception being Cygwin-X, which uses the Windows clipboard.)
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Maybe the text was so important that Highness copied it with both Windows and Ubuntu, but only remembered it with Windows. Or maybe it's this.
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L337 wrote:
I have rom called "StarFox 2 (E).smc" what worked without any problems, and this movie sync'd
...
CRC32:	A797F974
...
This is the same CRC that my ROM has ("Star Fox 2 (Beta TD).smc" + ips patch). Besides, the "(E)" is meaningless without being released in Europe or having a PAL version.
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Bisqwit, have you heard of no-www? Right now, your site is Class NA. For what it's worth.
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Miyu didn't change to Fox, she just picked up nova bombs from that rolling enemy. You can tell who is playing by the shape and color of the Arwing. Fox's has larger wings and a different body than Miyu's. That glitch to change characters is very easy to perform actually, I did it a few times by accident while making this movie. You just need to press select at the right time. In my opinion, if this is published it should be in the normal games section, since this is a full run of a finished, professionally-made game (i.e. not a ROM hack). Probably with an extra tag saying "Unreleased game" or "Uses translation patch". That being said, I have no problem with it being in Concept Demos.
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Sorry this took so long. Schoolwork + a bazillion desyncs against Andross = grrrr. Anyway, here you go! So, final time is 22 minutes real time, 082 game time. No damage to Corneria, 340470 score, Mario rank (?). Some notes: - The two bosses were pushovers. Wolf was more difficult, mainly because he does more barrel rolls than the other members of his team. There were a few charged shots that he deflected so that I could hit him with others immediately afterward. It may look awkward, but it works. - I picked up some nova bombs in Astropolis, which came in handy when fighting Andross. - Speaking of Andross, the beginning of the fight in the subspace area (when he is a mask) is ridiculous when it comes to desyncs. Loading a savestate there would sometimes (but not always) cause a desync. This made it very difficult to get past the "shoot the eyes" part. I was glad when it finally worked and the rest of the fight went quickly. Anyone watching this, let me know if the movie desyncs anywhere, especially during the Andross fight. So, should I submit? If nobody says no, I'll assume that means yes.
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Um, triple post? I guess no one's interested in this anymore. Nevertheless, I will finish and submit this soon. WIP (all planets and battleships done). Remaining: - beat Andross's two lackeys - beat Wolf - beat Andross - ??? - Profit!
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I haven't finished watching this run yet, but I have a question for any knowledgeable person. In the Fire Temple, when attacking those fire dancer guys, Link's attack pattern is: - Round 1: Jumpslash - Round 2: Jumpslash - Round 3: Jumpslash - Death Wouldn't it be faster to go: - Round 1: Slash, jumpslash - Round 2: Slash, jumpslash - Death If I remember correctly, they take at least 2 slashes worth of damage before jumping back into the flames and ending the round. Of course I could be completely wrong, having not played this game in ages. Other than that, an excellent run so far. I especially enjoyed the playing-around on the Shadow Temple boat and the daring time limits in several rooms of the Fire Temple. Most likely voting yes after I finish watching.
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Woohoo, speedy progress! Beat Fortuna and Eladard. Andross finally decided to launch the remaining Battleships. In the video linked above, he launched them right after Meteor, so I was kind of expecting them then. Oh well, it works out fine. So here's the plan for the rest of the game: beat the enemy group right next to me, then the Battleship, then the satellite will shoot the other enemy group, then beat the take-over-satellite group, then beat the other Battleship, then Wolf, then Andross. I think that's correct; if not, remember that I'm basically making it up as I go along. Pretty sure that's the fastest way though. A couple things of interest. On Fortuna, right as the Arwing-swimming-machine enters the base, it fires a shot. The only button I was pressing was left, and I even let go of it as soon as I lost control. Thus, no button presses could have caused the shot to fire. It was easy to avoid by pressing up-left instead of left, but I left it in as a curiousity. Also, this.
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FractalFusion wrote:
Here's a problem. Find the last 10 digits of the following number: It's easier than it looks.
I guessed the answer is 0. A little Python computation tells me I'm right. I don't have the appropriate math skills to tell you why, though. EDIT: And, of course, I'm wrong. After fixing a bug, every inner part with n >= 1 gives the last ten digits as "0000000000". With n = 0, the inner part is 19. So the answer is "0000000019". Alright, I'll give this a go. I'll call the inner part (with capital PI) "a_n". Observe: * a_0 is 19. * a_1 is 1642188240000000000, or 164218824 * 10^10. * For all n > 1, a_n has a factor of a_1, and thus a factor of 10^10. Therefore, the only number in the sum that contributes to the last ten digits of the total is a_0, which is 19.
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Heh, just barely slipped off the first page. :) I started working on this again last week, doing some memory-address-finding. I'm still not very good at it, couldn't find the health of some enemies. I found that many of them have health that starts at 100 and they die at some lower value, like 90 (for battleship cores) or 50 (for the two enemies in Battleship 2). Twin shots do 2 damage in plane-mode and 4 damage in ground-mode, and charged shots do 10 damage in either mode. Therefore, it is faster to charge-shot enemies in plane-mode and rapid-fire twins in ground-mode. I made it up to after beating Meteor and several missiles. One of the missiles I found a nice glitch where a charged-shot + a twin shot = instant kill, so I got a time of 0.0 seconds for that battle :D. Pigma also went down nicely; it is hard to fight them normally because they tend to barrel-roll and reflect the charged shots. Meteor was kind of weird, in that the switches take a while to activate after they are hit, and you can't get too far away from them or they won't activate. That is why there is one frame of brake after I hit the first switch and am heading toward the second. After the second switch, obviously I needed to be in front of the base when it opened, so I did this strange back-and-forth motion in front of it. Good thing those G-diffusers work so well. The rest of the game should be fairly linear: two planets, then two battleships (with enemy groups), then Wolf, then Andross. I anticipate approximately 20 minutes final time, if not less (currently at 11 minutes). Oh yeah, almost forgot: current WIP
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Wow, Mister. The piano player in me wants to kiss you. The rest of me just thinks I should say "good job". So, good job!
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I like Kirby. Kirby is fun. I made a TAS of the Kirby's Adventure boss rush a while ago, back when I should have been doing schoolwork during the semester. If nothing else, it kept me sane and entertained. I didn't really care about beating it quickly (other than TAS perfection, of course), I was just having fun. So you'll see me spend a lot of time on Sun and Moon to get UFO, and Kracko to get Hi-Jump. Youtube link FCM link The sound quality of the Youtube video kinda sucks. For some reason, FCEU just spit out the sound wrong when I was encoding, I have no idea why.
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Ferret Warlord wrote:
Just one question I have: Have you considered what the optimal route might be?
Actually, no I hadn't. To that effect, I went back and redid the WIP and found several semi-major improvements. New WIP Notables: * Tried a better route, a mostly circular path: Titania -> Battleship -> Macbeth -> Venom (current) -> Battleship -> Eladard -> Battleship -> Fortuna -> Meteor -> Battleship. Probably some missiles/enemies will be fought along the way. I know Andross launches a satellite-take-over-blob at 035 and the second battleship launches new enemies at 039. * The Star Fox ship launching scene can be skipped. Don't know why I didn't do that before. * Different missile/enemy fights to start off. Those little flapping guys aligned perfectly and were easy to take out with single shots. * Titania went pretty well, got a few desyncs flying into the base but oh well. * I approached Battleship 1 from a different angle and saved 4 frames entering. My luck ran out trying to shoot the second spider enemy on the wall. I just couldn't seem to hit it with two charged shots no matter what I tried, which lost a good bit of time. * However, my luck returned on Macbeth when I found that I could shoot the Knight from afar and do lots of damage without him reflecting my shots. Also, better core strategy saved lots of frames.
Stage times:
                    WIP 2     WIP 1     Time saved in WIP 2
Titania             3059                N/A
Battleship 1        2287      2280      -8
Macbeth             2924      3445      521
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Bag of Magic Food wrote:
YtterbiJum wrote:
Here's a question though: Why was this done in black-and-white instead of SGB or GBC color mode?
What do those modes do for the game?
Whoops, I thought I had remembered this game having special colors for SGB. I guess not.
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