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AI destroys NES Tetris (26487 lines cleared) скачать в хорошем качестве

AI destroys NES Tetris (26487 lines cleared) 7 лет назад

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AI destroys NES Tetris (26487 lines cleared)

I got a lot of backlash from the original joke title so I changed it. Featuring an AI from http://meatfighter.com/nintendotetrisai/ (not by me). Go check that site out by the way, it's good. Recorded in FCEUX. The AI also had to do a hack to prevent the game from freezing at 1550 lines. This causes inaccurate scores past level 30, but hey, it maxes out anyway. I've included a FCEUX Lua script below to do just this hack. It doesn't make any Tetrises because it doesn't care about score. Downloads: the savestate when it stopped playing: https://www.dropbox.com/s/pq7ei6qfcwe... the fceux movie of the whole gameplay, compressed: https://www.dropbox.com/s/2h06bcx4s7c... the Lua script to stop the game from freezing at level 155: https://www.dropbox.com/s/s1rc1h6dpn5... 0:00:12 - game starts 0:11:42 - level 29 reached 0:27:20 - max-out 0:29:25 - line counter reaches A00 0:38:58 - colors get weird (level 138) 0:43:11 - game would have frozen at 1550 lines (see below) 0:59:08 - first 800-line level reached 1:10:39 - S piece statistic reaches A00, followed by Z piece 1:28:14 - level counter overflows 1:37:53 - first digit of line counter becomes - 11:11:53 - line counter overflows (during 800-line level) 11:34:05 - game ends If you find any other interesting things in the video, let me know so I can add them! paonquinho: Score max-out at Level 91: 27:20 810-line level: Level 219 [96] 59:07 - 1:19:14 1st lap completed - 1:28:14 810-line level: Level 173 [06] 2:15:43 - 2:35:51 2nd lap completed - 2:56:16 810-line level: Level 127 [06] 3:32:05 - 3:52:18 3rd lap completed - 4:24:13 810-line level: Level 91 [A8] 4:51:09 - 5:11:21 4rd lap completed - 5:52:13 810-line level: Level 45 [96] 6:07:40 - 6:27:48 810-line level: Level 255 [A8] 7:19:53 - 7:40:05 5th lap completed - 7:40:05 810-line level: Level 219 [96] 8:39:01 - 8:59:08 6th lap completed - 9:08:03 810-line level: Level 173 [06] 9:55:10 - 10:15:26 7th lap completed - 10:35:56 810-line level: Level 127 [06] 11:11:35 - 11:31:48 Line counter loops back to 000 after 25600 lines cleared 11:11:53 Commits suicide at 11:34:01 on Level 136 of the 8th lap, clearing a total of 26,487 lines. 9591 T-blocks, 9215 J-blocks, 9795 Z-blocks, 9458 O-blocks, 9591 S-blocks, 9457 L-blocks, 9179 I-blocks TheMoonRover: tetris at 2:33:46 Farhan Algustian: tetris at 4:22:17 All the bugs shown during the video: The statistic blocks have a weird color during two frames before the game starts. (you can view individual frames by pressing ',' and '.') After level 29, the levels get weird: Unlike most numeric variables, the level is stored in binary format (others are in packed BCD). To convert from the level number to a string that can be displayed, a lookup table is used, but it ends at level 29. The next few values are another lookup table, and another one follows. The remainder are instructions. You can look in the comments, where I put a displayed to actual level number lookup table. The colors get weird at level 138: determining the tetromino color is done by subtracting 10 from the level number until the result is smaller than 10 and then looking that value up in a lookup table, but the "smaller than 10" check is done as if it were a signed 8-bit number (instead of unsigned), so any signed number above 127 will actually be negative (and thus smaller than 10). The reason 128-137 aren't weird is because the "is smaller than 10" check is done by with subtraction and 137 - 10 = 127. If the level number is above 137, the resulting data will be well after the lookup table. Colors also repeat every 64 levels, which makes sense because each palette consists of 4 bytes, making it 256 bytes in total. Line counter and statistics go beyond 999: the rightmost two digits are stored in packed BCD and checks are done to ensure it won't reach A, but the first digit is a byte by itself and no checks are performed. The game would have frozen at 1550 lines: to calculate the score that should be added, a value (0 for none, 40 for single, 100 for double, 300 for triple and 1200 for tetris) is multiplied by the level number + 1. This multiplication is performed every frame, but usually, the number of cleared lines will be 0 and nothing will be added. The problem is that this multiplication is performed by repeatedly adding one number to the other and at level 155, the time that would take becomes more than one frame. To disable this, it capped the level number + 1 variable at 30, the highest value it was ever supposed to reach. This means higher levels will have inaccurate scoring, but hey, it still maxes-out. I disabled it using the single-line Lua program you can find in the downloads. Some levels are 800 lines longer (so 810 lines in total): first time at 2190 lines, then in regular intervals of 2900. When the line counter overflows, this also happens.

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