Commenti
discussione: Super Mario Bros.
Oklahoma, USADarpey6 years ago

It was a pain the first time I got it to work. It requires a different mapper. I wish I could point you to where to download it, but I can't remember how I got it.

discussione: Super Mario Bros.
Oklahoma, USADarpey6 years ago

If you can legally do full fpg then why aren't the big names in this game grinding PAL for wr? Cant you get 453 or somewhere in that range with ffpg on every level? I assume it's because there's currently no rta setup?

discussione: Super Mario Bros.
Oklahoma, USADarpey6 years ago

Can you do full FPG on the PAL version of the game without L+R? (legally)

Or does it require some sort of illegal tomfoolery?

Lul_ecks_dee piace questo
discussione: Super Mario Bros.
Oklahoma, USADarpey6 years ago

@Th3Re4l - "[...] seem to be a subpixel higher when they bounce off the bullet and the ones that got FPG seem to be a subpixel lower [...] "

If it's visually higher or lower, wouldn't that mean it was a PIXEL higher/lower, rather than a SUB pixel?

My understanding is that subpixel is the continuous distance variable in the back end coding behind the integer of a pixel.

Lul_ecks_dee piace questo
discussione: Super Mario Bros.
Oklahoma, USADarpey6 years ago

I thought fpg meant you were a frame too early (or was it too late?) my understanding is that if you get fpg, you did something wrong with inputs

Sidenote, wouldn't it be nice if 1-1 fpg were that easy? :) sure makes it simpler when you can bounce off a bullet.

Thelxinoe piace questo
discussione: Super Mario Bros.
Oklahoma, USADarpey6 years ago

I say no - unless qualitatively new strategies come up. But... I said 4:55 wouldn't happen by a human. And it's happened by two, so...

totol, sweatypiranha e 2 Altri ti piace questo
discussione: Super Mario Bros.
Oklahoma, USADarpey6 years ago

I don't want to speak for mods - because I am zero percent a mod. But two of the main things that could potentially differ between mobile nestopia and pc are speed and proper lag emulation. One thing they've asked for in the past is a video of you starting the game and staying still until you time out on 1-1. If you're willing that may be helpful in determining if the SPEED of the emu is correct

zsjetu9, eddiecatgaming e 2 Altri ti piace questo
discussione: Super Mario Bros.
Oklahoma, USADarpey6 years ago

I'd wait for a mod to answer this question before I felt confident running on mobile nestopia. Nestopia IS allowed... But I have no idea if it would be on the phone or not. I don't think the rules explicitly specify that.

Lul_ecks_dee piace questo
discussione: Super Mario Bros.
Oklahoma, USADarpey6 years ago

A 2 month old thread about a different issue. I hope the civil thread that was killed at least sparked discussion in the mod discord.

zsjetu9 piace questo
discussione: Super Mario Bros.
Oklahoma, USADarpey6 years ago

"wow this thread became a dumpster fire fast (joke) "

I see civil discussion about a serious issue (yes, it's a video game, but it's a hobby real people spend lots of hours working on) started by a real question about verification times.

NigelzOne piace questo
discussione: Super Mario Bros.
Oklahoma, USADarpey6 years ago

"Adding mods won't do anything"

I like you Mars - you're kinda eccentric and you did a great job commentating lately - but that's crazy.

If we hadn't added the last batch of mods, we'd be in a HUUUGE hole with verifications. Can you imagine if we hadn't added any new mods in the couple rounds? Xerox Tecate Goofy Roy Dangerous Ace SS Ethan - we'd have nearly zero verifying firepower relative to what we have now. Thank goodness for what HAS been done. We just need more.

It's like a forest fire with firemen working. If you still see the fire blazing after a few days, you could think... "why are there even firemen at all, the fire still exists, they're worthless" - the fire would have been ten times worse without them.

In this case we just need more "firemen" - more and more and more until the fires are easily under control.

zsjetu9, Mars02, e mouseman ti piace questo
discussione: Super Mario Bros.
Oklahoma, USADarpey6 years ago

You answered your own question. "while im waiting for runs to get verified most of the time i just take a break from running the game/category and focus more on irl stuff."

Meaning it affects your interaction with the game.

There's just no reason for it to take more than a few days with as many qualified people in this community that would be happy to verify.

It's like we have a 4 lane highway, but two of the lanes are closed. For no reason. (open lanes being mods, closed lanes being mod-capable people that aren't mods)... Why not open the lanes when traffic backs up?

"the mods have lives and sitting around verifying runs day and night doesnt seem too appealing"

^ this is the argument that gets recycled over and over and over in favor of not adding mods and exercising "patience" instead. - ironically I think it's an argument TO add more mods - precisely BECAUSE they have lives and their ability to verify goes in and out with time.

It's just unfortunate and it's an easily fixable problem.

That's not oversimplifying it. It really is that easy. Half the people currently in the warpless tournament would be great mods. Then we wouldn't have this backup.

"but in the past we've had problems with verifying fake runs" - typical counterargument.

Well... First of all who cares if a fake run is verified for a few days before its taken down... And that's where the expertise of the veteran mods comes in. Second... I'd so much rather have one or two fake runs verified temporarily than have a huge backup in the queue

The only valid argument for keeping mods as they are is that it's okay to wait a month. I just don't accept that. "mods have lives" argument is true... But that's a reason to get more mods

By letting the queue build its not helping anyone. The mods still have to verify the same number of runs ultimately. It just backs up. It's like credit card debt. You still have to pay it... Just with negative consequences.

If we had a lack of skill then definitely... Wait and be patient. But there are skilled and teachable runners sitting on their hands who could be verifying runs... Helping the load of the other mods and getting the queue down to a manageable number, even in off-times.

Verifying is a teachable process. It is legitimately technical and time consuming, but it's a teachable process. There are several runners that would be great at it. One month is unnecessarily long.

DaniëlHarteveld, mrmedozlas e 2 Altri ti piace questo
discussione: Super Mario Bros.
Oklahoma, USADarpey6 years ago

It a touchy subject around here - I've always been of the thought that if runs don't get verified in a reasonable time (<1 week in my mind, at the slowest) you add more verifiers.

To the mods' credit they have done two rounds of adding mods in the last 2 years.

If runs are taking that long I don't see the harm in adding more mods until the load is relatively light enough that collective working can verify quickly, without all the load having to fall on a small number of currently active mods.

Sorry to hear you're leaving. I imagine several newer players also get discouraged when their pb's aren't verified, we just don't hear about it.

zsjetu9 e eddiecatgaming ti piace questo
discussione: Super Mario Bros.
Oklahoma, USADarpey6 years ago

I assume you mean "1 frame" jump?

discussione: Super Mario Bros.
Oklahoma, USADarpey6 years ago

He's technically right. Especially for Mario. They're also called prng or pseudo-random number generator. Since it's based on formulas that (if you know what they are) are knowable and deterministic. Even online casinos that REALLY want randomness aren't truly random... Still based on algorithms... Although casinos sometimes incorporate seemingly random things like users' mouse movements and server computer temperatures, which make the pseudo random numbers unknowable. When you use an "algorithm" as simple as is used on Mario you end up with spreadsheets (see resources section) so you know know all the patterns for any moment in the game that matters lol

Miniland, zdoroviy_antony e 2 Altri ti piace questo
discussione: Super Mario Bros.
Oklahoma, USADarpey6 years ago

Practically speaking, for normal players = no, it's not possible to know bowsers pattern in 8-4. Theoretically yes, but practically no

To answer your actual question. Your "movements" earlier in the stage don't matter, only the time it takes you to get to bowser room

However in other levels, interacting with objects (for example killing an enemy) CAN affect later rng, even if you're on the same pace. That just doesn't apply to 8-4 bowser room

discussione: Super Mario Bros.
Oklahoma, USADarpey6 years ago

Everything in this game is determined by what FRAME you enter a stage on. Usually that means it's predictable because you can't enter levels on individual frames, only framerules - every 0.35 seconds or so. However, the castle levels (X-4) that have multiple "stages" (for lack of a better word) rng is still determined by the frame you enter... But every single frame determines a new set of rng. Long story short, it IS predictable, but you'd have to know what exact frame you enter bowsers room. Top players usually will have a decent idea of what frame they might be on based on how fast they felt like they played the rest of 8-4 - - - but even the top top top players won't be SURE what frame they will encounter bowser on (because humans aren't that time sensitive to such a small accurate level)

mouseman e darG ti piace questo
discussione: Super Mario Bros.
Oklahoma, USADarpey6 years ago

My understanding is "subpixel" is just something smaller than a "pixel" it's like asking "how many fractions equal 1... That depends... On how big your fraction is.

Mario visually moves one" "pixel" every time we see him move, but on the BACK END he's moving some unknown amount of distance every frame we hold right. It just snaps to a certain pixel on screen that we can see, since the game operates on concrete and dichotomous pixels - and Mario can't move 72% of a pixel, even if that's the actual back end distance he's traveled. He either moves 0, 1 or 2 pixels as integers. But sometimes those fractional pixels make a difference on how the game interacts with obstacles. Like if you walk (not run) over a single block hole roughly half the time you'll fall in and half the time you'll go over it based on you subpixel... Or in other words, based on how far Mario's distance variable really is (not just where he LOOKS like he is)

Same thing with fpg and bbg. You can obviously be on the right visual pixel, but unless the back end variable is within a certain range smaller than the visual pixel, it won't work

Gaster319, LeKukie e 2 Altri ti piace questo
discussione: Super Mario Bros.
Oklahoma, USADarpey6 years ago

To my knowledge those are the only two items that allow you to savestate on the actual NES - and they're both pretty pricey

raymondamantius e Thelxinoe ti piace questo
discussione: Super Mario Bros.
Oklahoma, USADarpey6 years ago

Well you definitely can't do it legally on ntsc - or it would be in the wr run - easy 3 seconds sounds pretty good. Forget about 455 or 454 - they'd be popping out 453

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