Domain: lj65.org
Stories and comments across the archive that link to lj65.org.
Comments · 8
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LRU vs. bag randomizers
Actually, the generic randomizer could do that as well, and in some cases can be abused.
Luck manipulation works in tool-assisted speedruns of Tetris for NES because the game mixes keypresses into the PRNG's entropy pool. Some other games seed the PRNG only once; the entire piece sequence is predetermined from READY GO.
It also prevents complaints about games having a rigged random number generator if the pieces aren't distributed evenly.
True, luck based cop-outs are harder on bag than on the original randomizer. But apparently, BPS chose bag over the history based randomizer used by TGM designed to choose one of the least recently used pieces. The advantage of LRU over the bag randomizer is that an LRU randomizer 1. won't generate the sort of SZSZ clumps at the "seams" between bags, and 2. doesn't have the "Playing forever" pattern. That's part of why I chose an LRU randomizer for my own Tetris clone for NES. LRU doesn't guarantee strictly even distribution, but it is still far more even than the original memoryless algorithm. I can think of a few other compromise algorithms, such as keeping a bag of 14 pieces, drawing seven out, and adding all seven pieces once seven are left in the bag.
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Simple puzzle game
If they had managed to persuade a few developers to take the risk and write something - even a simple puzzle game or a port of an existing title - this would have a lot more hope of taking off.
If you want a port of an existing simple puzzle game, I've got just the ticket: install an NES emulator and LJ65, then install a GBA emulator and TOD and Luminesweeper.
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Dumping PS1, Super NES, and Genesis games
Under the law of Slashdot's home country, downloading games from the Internet is copyright infringement ( UMG v. MP3.com ), but dumping your own is not (17 USC 117(a)(1)). With PlayStation, if you own the authentic game disc and a PC with a CD drive, you can dump the game to an ISO. With Super NES and Genesis, if you own the Game Pak and a Retrode cartridge reader, you can dump the game to a ROM. NES is far more difficult, as the copier comes as a kit soldered into the NES, but there are also some freeware games for the NES, such as my own LJ65.
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No tactile response
Also with touchscreen, hardware buttons are obsolete because you can have as many buttons as you want on a touchscreen.
Sega tried putting an on-screen gamepad on an iPhone to port the Sonic games, but it failed because a touch screen has no tactile response. On a keyboard or traditional gamepad, you can feel the edges of the buttons as your fingers slide over them. But on a multitouch screen, you don't know whether your left thumb is over the left direction or the up direction, and you don't know whether your right thumb is over the jump button or the fire button. And I wasted $5 to put Tetris on my aunt's iPhone before I realized that the control was so damn much clunkier than, say, the control in Tetris DS and LJ65.
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Homebrew != piracy
ca65, and FCE Ultra.
Ahh, so you are playing PIRATED game ROMs in FCE Ultra.
I guess you missed the "ca65" part. It's a Free assembler targeting MOS Technology 6502, the CPU architecture used in the Nintendo Entertainment System. I use it to make my own ROMs for other people to play. (GIMP is for editing the 128x128 pixel sprite sheets that the NES uses.) Or are you calling Concentration Room and LJ65 pirated?
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Anecdotal evidence: Kaillera
the latency would be similar to the latency we have now with for example FPS games were the latency seems to be acceptable and feels responsive enough.
FPS games also have client-side prediction to make at least the player's own actions happen instantaneously. GoLive can't offer that, except by a lot of faking (e.g. drawing the HUD and playing weapon sounds locally and everything else remotely). As far as I can tell, they won't be able to get the latency down below that of, say, Kaillera. I've tried playing a Tetris clone for NES over Kaillera, and the sideways motion of the pieces was so slippery that it got hard to place pieces accurately.
Besides, I still dispute your premises of zero compression delay and zero transmission delay apart from speed-of-light latency. Zero compression delay would require transmitting uncompressed frames over the wire, and uncompressed HDTV at 720p and 4:2:0 chroma takes 1280*720*60*12 = 663 Mbps. I'll grant you 8:1 compression using motion JPEG, which theoretically would need only 16 scanlines worth of delay. But even then, I don't see 83 Mbps coming to homes in the United States any time soon.
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Boop, boop, boop
or to capture every key stroke/mouse movement.
No, but you can capture enough of them to make a game.
For one player. Otherwise, two players have to share a keyboard, and down that path lies "boop, boop, boop" when too many keys are held down.
I know of no other platform where I could imagine clicking a link on a webpage and being inside a game in less than a second.
On what kind of connection? Unless the game is something the same size as a 24 KB puzzle game, you'll run into problems while waiting to push maps, meshes, and textures through a sub-1 Mbps connection.
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Re:And yet they've given up on Wii piracy
For the later you can check wiibrew.org you will find a lot of legitimate homebrew applications and games that do not empower copyright infringement
Copyright no, trademark yes. There's a falling block game on the Homebrew Browser whose banner uses The Tetris Company's logo without authorization. (Even my own falling block game for FCE Ultra GX takes care not to use any Tetris trademarks.) To whom should I report this before Tetris does?