Herr Otto Partz says you're all nothing but pipsqueaks!
Started by CTG, February 03, 2005, 03:01:25 AM
Quote from: BonzaiJoe on January 25, 2007, 04:01:01 AMWhile replay handling is used all the time, replay editing does not seem to be happening. It's very difficult to use, and there are no clear signs of it happening. But it's not to be excluded...
Quote from: Chulk on September 17, 2007, 09:02:27 PMMaybe CTG finally created replay editor and that's how he won Zakstunts '07 I'm just kidding, you're a worthy champion!
Quote from: Chulk on November 27, 2007, 08:45:30 PMOne thing we know for sure... You created the perfect spamm editor!
Quote from: HappyWorm on May 08, 2005, 11:40:50 AMQuote from: zaqracksince when you are watching a replay, Stunts regenerates the whole physic happenings, collisions, acceleration, jumps, etc, everything, it's impossible to do a separate RPL viewer/editor without the sources of the original stunts physic engine.if we'd have the sources it'd be not that hard to code an optimized replay searcher/writer, so let's celebrate we dont have the sources.well you have at least the possibility to write a wrapper that hooks into the replay-engine when stunts is loaded to memory and directly passes commands at the engine and fetches the result. of course this would be not very nice but I think it'll work.second thing would be to reverse-engineer the whole program, first use a decompiler (if I remember correctly stunts was written in Microsoft C 5) and then translate the remaining asm-code per hand - time-consuming but a chance to get the code
Quote from: zaqracksince when you are watching a replay, Stunts regenerates the whole physic happenings, collisions, acceleration, jumps, etc, everything, it's impossible to do a separate RPL viewer/editor without the sources of the original stunts physic engine.if we'd have the sources it'd be not that hard to code an optimized replay searcher/writer, so let's celebrate we dont have the sources.
Quote from: BonzaiJoe on December 06, 2012, 02:12:44 AMHow about just simulating all possible keypress sequences and detecting the fastest finished one?A track of ~1 minute has about 1200 'moments', and about 64 possible keypress combinations for each moment, so that leaves only about 64^1200 possible replays, . So if you pre-set a max-time that you know the perfect replay should be within, you can just run all the simulations, and the perfect replay should be ready an infinite length of time after the end of the universe.
Quote from: CTG on February 03, 2005, 03:01:25 AMOnce I asked Zak about the possibilty of a program counting the best available replay. He said no - but what if we have the source code? Is there a program being able to produce the perfect replay? Just think it over:Average length: 80 seconds (1600 units)3 different buttons can be used in the same time unit (42 combinations)Possible keyboard combinations in one unit with real meaning: about 20The program must count 20^1600 possibilities...
Quote from: Friker on December 06, 2012, 01:34:32 AMthe same but with heuristics? hmm.. these should be really good heuristics to complete a run within a month.some machine learning? i can imagine to train some situations and then apply it. still it would discard some of the best tricks. but really usable with OWOOT rules! the note: that training has to be huge because of many entrance speeds and many track's pieces combinations to learn.ok so with the whole engine we could have a machine that makes nearly perfect replays with owoot rules. as long as it does not making money it's good only for ruin a game and probably master thesis.
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