Your other challenge is misstated, it should be "accept if A mod B = 0". "Accept if A = 0 Mod B" should mean you accept only if A is equal to 0. I hope this does not come off as pedantic, because "X % Y == 0" and "X == 0 % Y" are very different conditions.
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Felipe wrote:
I had the idea to do this with sonic 3. But it was impossible to do. In Sonic 3 is the obligation to use spindash especially in Hidrocity 2.
If I have figured correctly, Sonic 3 & Knuckles only requires a single spindash to beat the game (in Hydrocity), but the solution to getting through some later levels without spindash is rather unintuitive and requires a bit of preparation.
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This is short and reasonably fun, and I don't see any reason why it shouldn't be published, but I must now challenge the author to win with the alpha centauri launch in the shortest possible timeframe.
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nitsuja wrote:
I've been making some progress: Here's a test TAS of Hero Core. This game was previously giving me difficulties that I thought were due to multi-threaded logic at the splash/loading screens, but fortunately that problem is not quite as common as I thought it was. There are still more things to fix for it, but getting this game working could be a big step forward for overall compatibility, because it's a Game Maker game, and that is a fairly-commonly-used game engine (e.g. Iji, Jumper, Seiklus, Spelunky, An Untitled Story).
Does this mean that Iji, Spelunky, et al are now working, or is there more work to do because this particular game maker game is significantly simpler than most?
I'm guessing the latter but I think it might be useful to clarify before you get inundated by people assuming the former.
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nitsuja wrote:
Derakon wrote:
it seems to me that #4 would probably be your best bet. There's plenty of research done on various schedulers; it seems like you ought to be able to write your own simple deterministic scheduler that will prevent deadlocks, based on that research. I certainly wouldn't recommend trying to reinvent the wheel here, though.
The problem is that I have so little information available: I can't measure the time (all system clocks are off-limits), I can't measure the number of instructions that get executed, and I can't measure the number of cycles spent or number of memory accesses or any other hardware counters or hardware events or OS events that trigger as a direct or indirect result of said hardware events. It's hard to imagine that anyone would have already created any sort of thread scheduler under those constraints that could replace a preemptive scheduler.
Wait, why can't the wrapper access system clocks?
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There are a few places where movement looks slightly suboptimal (mainly when it comes to swimming), but it's reasonably good overall, quick, and reasonably fun to watch, and having this published as a category may provide motivation to people who might not otherwise realize that a TAS like this would be publishable.
Yes vote.
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Nach wrote:
henke37 wrote:
Nach wrote:
Not at all. The game rules say file begins play from file on the file system accessed via name so and so, and then that file determines what to do after that.
Oh, so it's ok to edit files as long it's not the main executable?
Why do you keep using the idea of 'edit files'? I never suggested that.
As matter of fact, overwriting the contents of one file with the contents of another is editing the file, even if it accomplished simply by using the DOS copy command, and even if the other file is included with the game.
Nach wrote:
In this case part of the game is the DOS environment. The DOS environment provides certain tools.
This is sort of like saying that the desert is part of a cactus, or that the ocean is part of a fisherman
Sure, the cactus and the fisherman can only thrive in desert and ocean environments, respectively, but if you used the teeth of a prairie dog to cut a hole in the cactus, you couldn't say that you hadn't used anything outside the cactus in the process, nor could you make the claim that no force outside the fisherman is involved when the fisherman has his leg bitten off by a shark.
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ShadowWraith wrote:
After watching the first 12 roads of this, I'm finding it very hard to stay interested. The music is probably the best thing about it for me. Meh vote.
I agree with this, except that music alone does not merit a meh, voting no.
It is like a racing game, which already need to be pretty special to make a TAS not boring, but this one has even less to offer than a normal racing game, because
No opponents
No turns
Static background
Hell, even outrun was more interesting to watch, and that sure wasn't a TASworthy game.
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I'd prefer a 100% run, but it'll obviously be a while before that'll be done.
As far as this run in particular, it's quite well done and entertaining, and the Winter Tundra skip to get straight to ripto definitely justifies an any% run of Spyro 2, so my verdict is Yes.
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DarkKobold wrote:
upthorn wrote:
mmbossman wrote:
Quick question: In my goodset for SMS, I only have an (E) ROM version, while in the submission text you mention that you used the NTSC version. However, mine synced just fine, which I find strange. Are you sure you used a (U) version?
EDIT: Or, did you mistakenly run the (E) ROM under NTSC settings in Dega?
Trivia: there is no such thing as an (E) version of an SMS game. There is only a (U) version run with PAL settings. SMS games only had (J) and (Not J) regions, so any (U) or (E) rom is really (UE).
I'm sorta confused. (U) is at 60hz, and (E) is at 50Hz. Is the rom just 5/6th slower when played on a European console?
That is precisely what happens. It runs slower but has less lag, because there is a slightly higher ratio of cycles to frames. European SMS consoles had their clock speed lowered, but not even nearly by 1/6.
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mmbossman wrote:
Quick question: In my goodset for SMS, I only have an (E) ROM version, while in the submission text you mention that you used the NTSC version. However, mine synced just fine, which I find strange. Are you sure you used a (U) version?
EDIT: Or, did you mistakenly run the (E) ROM under NTSC settings in Dega?
Trivia: there is no such thing as an (E) version of an SMS game. There is only a (U) version run with PAL settings. SMS games only had (J) and (Not J) regions, so any (U) or (E) rom is really (UE).
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you do not need to do "record new movie" at all for AVI recording.
"Record new movie" starts recording your input for later playback, and is totally unrelated to AVI recording.
If you wish to make an AVI recording of an input movie, you will either have to start the movie playing first or set "Sync AVI with Movie" in tools->avi.
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... which is what makes flash a bad candidate for serious development work. Even just rendering a frame takes a ton of CPU cycles, so an actual game with complex program logic is not going to run well unless you dedicate a whole lot of work to just dealing with Flash's issues.
If you want to make a full game that people will enjoy, and not just a time-wasting minigame, you'll have to use a more robust programming language, like C++ or java or even visual basic.
Python isn't a good bet for a number of reasons, like performance.
How fleeting are all human passions compared with the massive continuity of ducks.