Author Topic: Better Late than Never  (Read 22350 times)

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hchien

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Re: Better Late than Never
« Reply #15 on: September 09, 2013, 03:53:09 pm »
Can't believe I missed all this good data!

Your progress was very quick.  Most people plateau (reach a flat part of the learning curve) while your does indeed seem to fit a line.  I'd ordinarily criticize trying to fit such data into a line as most people do not improve linearly.

I watched Hank play a complete game to the Kill-screen at around 930k, asking him questions the entire time (In retrospect, I can't believe he dealt with me so well, while playing).  That night gave me the motivation to get back at it. 

Yeah I can run boards without much attention now.  With the exception of springs boards, I can pretty much hold a conversation.  Point pressing barrels also takes lots of concentration for me.  I'm glad that encounter inspired you to go further!  Back then I had no idea who you were!

Am I reading your charts correctly?  You were able to score 100K on your first day of playing?  Even with 6 men that's impressive.  I think it took me a week to get 100K on regular settings.

Offline alumbrada

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Re: Better Late than Never
« Reply #16 on: September 09, 2013, 07:41:25 pm »
pacman CE DX; 130M

Wow! What an accomplishment!

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Then: 131M before +  :P
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Offline f_symbols

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Re: Better Late than Never
« Reply #17 on: September 09, 2013, 11:17:48 pm »
Can't believe I missed all this good data!

Am I reading your charts correctly?  You were able to score 100K on your first day of playing?  Even with 6 men that's impressive.  I think it took me a week to get 100K on regular settings.

I did.  I remember looking back and thinking the same thing...

For what it's worth, I probably played for over 10 hours my first day, I had bought the cab nearly a month prior, waited two weeks for delivery, and then lost power for another week, less than 3 hours after it arrived;  I waited "forever" to finally play.  I had watched dean's 1.167 game in it's entirety, before the first time I played.  I had also read a pdf of "how to win at donkey kong"  as well as some of the posts at donkeykongblog, and I had also watched Richies' video on the level 4 springs.  I was somewhat prepared for that first day.

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Offline syscrusher

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Re: Better Late than Never
« Reply #18 on: September 09, 2013, 11:43:05 pm »
Today I reached a major milestone on pacman CE DX; 130M for "game mode total".  My time investment was approximately 2.5 years and there were MANY MANY times that I felt I would never make it; I finally got the ghosts? off my back.

Sigh.  That is all, ty for reading that.   ;)

EDIT:  What a long strange trip it has been

Awesome, Ethan!  This takes a lot of dedication.  Well done!
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Offline f_symbols

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Re: Better Late than Never
« Reply #19 on: December 29, 2013, 09:09:55 am »
                 ╔════╗
               ╔╩════╩═══╗
             ┌╬═══╤══╤══╝
             ││─┐╬╛  ▄└───┐
        ┌─┘└┐└╙       ┘└─┐└┐
        ⁿⁿⁿⁿⁿ┤          ²²²²²┌─┘
        ┌───┴┬──┬──┬─┘  ┌──┐
 ┌──┤ ┌─┐  │    └┐  └──┬┘    │
 │     ┌┘  ├─┘    ▌└─┌──┴╔╗─┘
 └──┘  ┌┘               └─╔═╝ ║
          ┌┘    ┌───┐      ║     ║
     ╔═╧═╗─┘      └───╚══╝
     ╚╗    ╚╗
     ─╚═══╝──

Took me all morning :D
« Last Edit: December 29, 2013, 09:36:44 am by f_symbols »
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Offline marinomitch13

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Re: Better Late than Never
« Reply #20 on: December 29, 2013, 10:10:37 am »
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"Thou hast made us for Thyself, and our heart is restless until it finds its rest in Thee." -Augustine, Confessions.
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Offline ebinsugewa

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Re: Better Late than Never
« Reply #21 on: December 30, 2013, 09:04:14 am »
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Offline xelnia

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Re: Better Late than Never
« Reply #22 on: December 30, 2013, 10:27:31 am »
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Offline alumbrada

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Re: Better Late than Never
« Reply #23 on: December 30, 2013, 05:59:45 pm »
 DANCE PARTY
░░┌──┐░░░░░░░░░░┌──┐░░
░╔╡▌▌╞╝░░┌──┐░░╔╡▌▌╞╝░
░░└╥╥┘░░╚╡▌▌╞╗░░└╥╥┘░░
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░░░░░░░░░░╝╝░░░░░░░░░░
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Offline danman123456

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Re: Better Late than Never
« Reply #24 on: December 31, 2013, 04:42:25 pm »
( Pac-Man )
=====================
     . - .    .  -  .      .--.               
    | OO| | OO |   / _.-' .-.   .-. 
    |      | |       |   \  '-.  '-'    '-' 
    '^^^' '^^^'     '--'                       
=====================
« Last Edit: December 31, 2013, 04:48:26 pm by danman123456 »
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Offline f_symbols

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Re: Better Late than Never
« Reply #25 on: January 06, 2014, 08:55:20 pm »
Hello Friends  :D

I had a pair of rather large jumps this evening that I wanted to share.  I feel like these are basically pushing the maximum ⌂X for group-width.  Apparently we can start to say XX_X pls, although the timing is a bit "tight".

Anyway, Enjoy!

Large Jump 1

http://www.twitch.tv/f_symbols/c/3508308

Large Jump 2

http://www.twitch.tv/f_symbols/c/3508281
« Last Edit: January 06, 2014, 08:57:00 pm by f_symbols »
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Offline stella_blue

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Re: Better Late than Never
« Reply #26 on: January 07, 2014, 04:34:35 am »
I had a pair of rather large jumps this evening that I wanted to share.

Nice, Ethan.  I wouldn't have thought Large Jump #1 was possible.

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Offline f_symbols

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Re: Better Late than Never
« Reply #27 on: January 08, 2014, 09:19:26 pm »
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Offline up2ng

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Re: Better Late than Never
« Reply #28 on: January 08, 2014, 11:12:53 pm »
I've posed this question casually to viewers in my channel a few times before -- I've often wondered if the point along the girder section from which you take off has any impact upon how wide of a jump is possible?  For example, if by moving forward one pixel Jumpman also moves UP one pixel (while running uphill onto the next girder section), it would make sense to me that the entire trajectory of Jumpman would be higher if taking off from this higher point.  This means that at the tail end of the jump, just before landing, Jumpman would be slightly higher and/or he might land further out.  Also, if you were to take off on that first higher pixel, it would seem to me that you are allowing the barrels the longest amount of time to roll LOWER (as they roll downhill onto lower girder sections) before Jumpman decends upon them on the other side of the grouping.

I think it would be a fun experiment if someone (not me) would try to set up a MAME savestate of a very wide, but possibly jumpable barrel grouping and try jumping off of each pixel of a girder section and chart out the results to see if it might possibly matter on the fringes of super wide groupings.  You'd want to use the memory address features within MAME to "see" the x/y location of the barrels in question so that we could know the exact width of the grouping and (also looking at Jumpman's x/y location) (see the DK code for memory locations) you could be sure that you were jumping from the latest possible moment (I'd imagine playing the game frame-by-frame would be useful).  It would be interesting to know if any other factors come into play as well, such as "winding up" a jump by running the other direction and then quickly reversing and immediately jumping the other direction, or if it matters which Jumpman sprite is drawn on screen at the moment the Jump button is pressed, or if Jumpman's "lost" frame while running plays a roll in this as well (see the excellent Spring analysis which I'm too lazy to link to which shows that if Jumpman's approach begins on a "lost" frame, it can mean the difference between success and death on certain spring combos). 

If it turned out that the location along a girder section DOES matter, I believe this is something that could be practiced and eventually executed when necessary.
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Offline LMDAVE

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Re: Better Late than Never
« Reply #29 on: January 09, 2014, 06:20:20 am »
Yeah, I was thinking of this the other day also. The x distance is always the same, so you could help avoid the corners of the hitboxes if you get a drop on the y pixel to help there. Now the other day we were talking about girder slopes and it "appeared" that certain girders had more of a slope than others and I was sure they did slightly, but I finally did a test on that and every girder is the exact same slope.

If every pixel in the "x" moved it in the "y" it would be 45 degree angle slopes and we know that isn't. The slope appears to about 16:1, so for every x you move on a slope 0.0625 gets added to the y, pixels can't be drawn in fractions so it'll wait about 16 pixels (two girder pieces) before it moves up.

Mario needs to be flat on top of each drawn girder, and the program does a good job of keeping that constant. So, that mean to benefit from an extra y pixel, mario should try to jump right in the corner of a girder piece before the girder moves up a pixel.
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