Posts for Nach

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FODA wrote:
my only complaint to freenode is that people get d/c too often
mIRC is known for not noticing timeouts correctly. If you use that, good chance you get disconnected too often.
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I've been discussing with my co developers about adding mouse and super scope recording. We realize after looking into it that to add this, we'll have to break backwards a bit. Would it disturb anyone if you can't play back movies you made the past few weeks with ZSNES? It would be possible to add a few bytes in the header with a hex editor to restore compatibility too... Regardless of the header there, I think we're going to have to break chapter compatibility a bit. So what is everyone's thoughts? Does this affect anyone yet?
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Sounds like the code unlocks a debug mode in the code that was nop'd out. Although it's not what we do, I think it would be extremely cool if we had someone attempt to go through the entire game as fast and as cool as possible using that code.
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Unforunetly, PJ64 isn't an open source emulator, so unless you're writing your own input plugin and the feature you want solely involves input, you won't be getting it.
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Nevermind, I got it to work. Nice job Michael, you're fast :)
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What settings and stuff did you use to record? This thing desynced on me right after Ridley.
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New WIP out: http://ipherswipsite.com Adds on pause and frame increment, allows you to record a reset , command line parameters for movies, and other goodies.
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pilif wrote:
I'm still unable to record a movie from power or reset. Whenever one of those options is set and I press record, the GUI closes (correct), but nothing more happens (besides the frame counter incrementing). No Sound, no Video. This is not configuration-related: It happens also when using no configuration file at all. What else may be the problem there?
Nach wrote:
Currently, Super FX games can't be recorded from power on
Try a non Super FX game. And yes, we are working on the Super FX problem.
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Well Megaman where you can only shoot at boss type characters would be interesting.
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Something wacky like you must always face left as you move?
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Oh that's easy enough to do... Especially in the lost levels, I can get unlimited lives right off the bat.
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Post subject: Super Aleste by grinvader
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What do you guys think of this vid? He starting working on it yesterday and did the first 2.5 levels so far. http://nsrt.edgeemu.com/sa-grin.zip Emulator: ZSNES ROM:
---------------------Internal ROM Info----------------------
       File: Super_Aleste_(J).smc
       Name: SUPER ALESTE           Company: Toho
     Header: None                      Bank: LoROM
Interleaved: No                        SRAM: 0 Kb
       Type: Normal                     ROM: 8 Mb
    Country: Japan                    Video: NTSC
  ROM Speed: 200ns (SlowROM)       Revision: 1.0
   Checksum: Good 0x08F6              CRC32: 94D28FF9
        MD5: 9943B6B85583FACB088869DB8D6A5F78
--------------------------Database--------------------------
   Name: Super Aleste
Country: Japan                  Revision: 1.0
 Port 1: Gamepad                  Port 2: Gamepad
Genre 1: Action                  Genre 2: Side Scrolling
Movie info:
Valid enhanced ZMV detected.
Filename: Super_Aleste_(J).zm1

ZMV Version: 143
ROM CRC32: 94D28FF9
Movie timing is NTSC (60FPS).
ZST size: 267106
ZMV starts from power-on with clear SRAM.

Author name: grinvader
Total frames: 51509
Estimated duration: 14:18.48
Re-recorded 43 time(s).
Frame(s) dropped by re-recordings: 13780
Frames using 50% slowdown: 55900 (85%)
Key combinations used 0 time(s).

0 internal chapter(s).
0 external chapter(s).
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To make the dialog menu find extensions, edit your valid.ext file and add it.
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Sounds good to me.
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I love this game, glad to see someone working on it :)
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Post subject: Street Fighter 2 Turbo
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Anyone interested in a run of this game? I did 3 rounds to demonstrate what a run would be like, I'm sure I could optimize this run by ~10 seconds. http://nsrt.edgeemu.com/sf2t-sr.zip Emulator used: ZSNES ROM used:
---------------------Internal ROM Info----------------------
       File: sf2t.sfc
       Name: Street Fighter2 Turbo  Company: Capcom
     Header: None                      Bank: HiROM
Interleaved: No                        SRAM: 0 Kb
       Type: Normal                     ROM: 20 Mb
    Country: USA                      Video: NTSC
  ROM Speed: 120ns (FastROM)       Revision: 1.0
   Checksum: Good 0x119A              CRC32: A45CADD6
        MD5: AC63BD5085B0F8F35E2CFF59E9C34456
--------------------------Database--------------------------
   Name: Street Fighter II Turbo
Country: USA                    Revision: 1.0
 Port 1: Gamepad                  Port 2: Gamepad
Genre 1: Fighting                Genre 2: Hand To Hand
Advise is welcome too. Edit: If you're interested in the video stats for whatever reason:

Valid enhanced ZMV detected.
Filename: sf2t.zmv

ZMV Version: 143
ROM CRC32: A45CADD6
Movie timing is NTSC (60FPS).
ZST size: 267106
ZMV starts from power-on with clear SRAM.

Author name:
Total frames: 6424
Estimated duration: 01:47.07
Re-recorded 265 time(s).
Frame(s) dropped by re-recordings: 29373
Frames using 50% slowdown: 19810 (55%)
Key combinations used 5 time(s).

0 internal chapter(s).
0 external chapter(s).
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Bah, I vote meh what were you thinking? What did you do, plan this for a total of five seconds? You didn't take the obvious pipe in 4-1!?!? >_< This is not what I expect from someone who calculates like you do, you should be ashamed of yourself. :)
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Perhaps it could be done fast if you're skilled enough, all I know is it took _Demo_ a while to port it to Windows the first time, to make the *nix port also took a month with four people. And even then it took quite a while for bugs to be ironed out of both ports. Even now I don't think the *nix port has all the bugs ironed out of the SDL only code. 5 minutes is definitly not the case. It's a 5 hour minimum to have something somewhat workable.
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There are three issues involved here. _Demo_ has sources numbered via his own numbering scheme not the ZSNES version release numbers, since he has many more source archives then the versions released. So he'd have to spend some time seeind which one is exactly the version you'd want. Then you'd have to port it to Windows, two people together can probably do it in a month or less. It's still a bit of work though. Then there's the issue if _Demo_ would even want to give his sources out. I told him why I wanted some old source, and he knows I work on ZSNES so he gave me some old source, but I have no idea if he would want anyone else to have it. I personally don't see why he'd care if all the latest versions are open source, but who knows.
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Sure. Take F1 ROC 2 for example, it's not easy to earn money in that game. The money is stored in 4 bytes IIRC. To the programmers anticipating anyone getting over a billion $ was unfathomable. I went ahead and hacked the RAM so I should start off with a fortune, turns out next time I got money in the game, it overflowed and my cash was now ~$300 instead of the 4.something billion I had before. If that happened to someone who didn't hack the game, but just kept on playing for years like a madman, I bet s/he would have been fuming. If you find a game where it just increments every next byte when something increases, you can do what you want in the game to a certain extent.
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ventuz wrote:
Oh, so the E version is much cleaner. No gameplay change?
No.
Omega wrote:
That's the U 1.0 version. Is there a 1.1 version?
One that's pretty impossible to get ahold of.
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Okay, new beta. http://nsrt.edgeemu.com/zsnesw-zmv-r7.zip A bunch of emulation core bugs were removed, and some code optimized but that's not movie related. What is movie related: You can now record from power on with SRAM clear. ZMVs now use RLE so they're even smaller than before. Old ZSTs should now load fine which means old ZMVs should load fine too. Movie menu cleaned up. pilif: you alive?
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The U 1. 0 version has many many bugs in it (stuff not usefull for a time attack either like garbage text appearing on the menus when you switch weapons), and major graphic corruption in two places.
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If you're going to do a time attack on this game, please use the E version.
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Well, if I add to put up with a bunch of princess clones trying to kill me, I'd also slam the next one that got near me.
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