I don't want to interfere with Flopsy and this will be probably my last reminder but the videos not considered in the first post until now are:
Cunning 6-10
Cunning 11-13
Cunning 6-10
Cunning 11-13
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Show posts MenuQuote from: Simon on January 26, 2018, 08:53:59 PM
I can't be sure since I don't understand the bug, but I doubt the slow machine affects the correctness of the algorithm.
Quote from: Simon on January 26, 2018, 03:26:28 PM
Here's a scenario in which save+load3 is bug-free in 0.9.9 design:
* Dig in frame 100
* Jump in frame 1300
* Framestep back to frame 500
* Savestate in frame 500
- Savestate's replay has (100 digger, 1300 jumper)
- R in corner is visible (Reason: future assignment of 1300 jumper)
* Begin video capture
* In frame 550, load state.
- Active replay stays active (Reason: state's replay is identical to active)
- No snipping sound (Reason: Active remains as-is)
- We return to frame 500
- Active replay is still (100 digger, 1300 jumper)
- State's replay is still (100 digger, 1300 jumper), same as active
* Implode at frame 700
- This cuts (1300 jumper) from active replay (Reason: 1300 is in the future)
- Snipping sound plays (Reason: We cut something from active replay)
- Active replay is now (100 digger, 700 imploder)
* Load the savestate.
- State's replay is still (100 digger, 2000 runner)
- State's replay overwrites active (Reason: State's replay isn't initial segment)
- Snipping sound plays (Reason: We cut (700 imploder) from active replay)
- Active replay is now (100 digger, 1300 jumper)
- If we wait until frame 1300, we'll see the jumper play back
Quote from: Simon on January 26, 2018, 01:53:05 PM
Whenever you stateload: The snipping sound plays because stuff in the active replay is discarded -- unless the stateloaded replay is an initial segment of the active replay, then we keep the active replay and no snipping sound plays.
Quote from: Simon on January 26, 2018, 09:49:30 AM
When you made the savestate, was the jumper already in the replay?