Posts for Randomno
1 2 3 4 5 6 7 8
Editor, Experienced Forum User, Published Author, Active player (403)
Joined: 2/11/2018
Posts: 200
darkshoxx wrote:
running ScummVM without LibTAS completely glitches out
I wasn't able to run it on its own either. Seems to be related to audio issues with WSL.
Editor, Experienced Forum User, Published Author, Active player (403)
Joined: 2/11/2018
Posts: 200
I tried again with switching the screen size at an earlier point. It really likes to desync. I changed it right before the end of chapter 1 (I think) and it synced all the way to the last 6 seconds again. Probably best to just redo that last section.
Editor, Experienced Forum User, Published Author, Active player (403)
Joined: 2/11/2018
Posts: 200
People should look into TASing more of the remaining games!
Any suggestions?
Editor, Experienced Forum User, Published Author, Active player (403)
Joined: 2/11/2018
Posts: 200
EmuGen wiki didn't recommend it so I didn't try it, but it might be better.
Editor, Experienced Forum User, Published Author, Active player (403)
Joined: 2/11/2018
Posts: 200
User movie #638255899432179081 I added it in shortly before the the video plays at the end, but it then desyncs a bit. Won't be able to fix it myself.
Editor, Experienced Forum User, Published Author, Active player (403)
Joined: 2/11/2018
Posts: 200
https://en.wikipedia.org/wiki/FM_Towns https://en.wikipedia.org/wiki/FM_Towns_Marty Tsugaru runs on Linux. Use Tsugaru_CUI as the executable in libTAS. Command line options are <bios path> -CD <game file>. You probably also want -GAMEPORT0 KEY to bind the controls to the keyboard. You may need to rename the BIOS files to capital letters (or maybe this was just an issue in the GUI). time() needs to enabled in libTAS, and probably clock_gettime() realtime. Tsugaru has several time options itself. I avoided crashes with -NOWAIT. However, it may not be the best option to avoid desyncs. The opposite -YESWAIT might be better. You should experiment with the options if you want to make a complete TAS. I made a quick test encode with Splatterhouse. The screen resolution changes when the game loads which splits the encode. The command line options for this were '/home/randomno/Downloads/FMT ROMs/[BIOS] FM Towns Marty (Fujitsu)' -CD '/home/randomno/Downloads/Splatterhouse/Splatterhouse [CD]/Splatterhouse.cue' -NOWAIT -GAMEPORT0 KEY Link to video
Editor, Experienced Forum User, Published Author, Active player (403)
Joined: 2/11/2018
Posts: 200
I turned off Prevent writing to disk in libTAS, changed to half screen, saved the game, and changed the input back on the menu screen. It still used full screen when playing the movie.
Editor, Experienced Forum User, Published Author, Active player (403)
Joined: 2/11/2018
Posts: 200
Due to my interest in different platforms, I had a go at porting games from macOS to Linux, following ikuyo's guide for the most part. As described in that guide, the main reason for porting Mac games rather than Windows is that Mac versions tend to support OpenGL while Windows versions do not. I don't have a native Mac or Linux setup, which makes this process extra-fun. Most of my time has been spent with Deepest Sword. It was released in 2021 and is quite popular in RTA, and a segmented TAS video exists. More recent Unity games do not have quite the same file structure as the guide. They use MonoBleedingEdge (whatever that is). Similarly the file needed is instead libmonobdwgc-2.0.so. However the process should be about the same. ScreenSelector.so doesn't seem to be included. Eventually I ran into this error message from the Unity log:
[Subsystems] Discovering subsystems at path /mnt/c/Users/User/Downloads/unityporting/DeepestSword-v-0-1-5c-Mac - Copy/DeepestSword_Data/UnitySubsystems
Forcing GfxDevice: OpenGL Core
Forced GfxDevice 'OpenGL Core' was not built from editor, shaders will not be available

PlayerInitEngineGraphics: InitializeEngineGraphics failed
Failed to initialize player
Caught fatal signal - signo:11 code:1 errno:0 addr:(nil)
Obtained 11 stack frames.
#0  0x007fc3150d3520 in __sigaction
#1  0x007fc316336d06 in PhysicsModule::GetDefaultPhysicsSceneHandle() const
#2  0x007fc316263c1b in UnityScene::~UnityScene()
#3  0x007fc316260c7a in RuntimeSceneManager::~RuntimeSceneManager()
#4  0x007fc3162604d5 in StaticDestroyRuntimeSceneManager(void*)
#5  0x007fc315fa2aff in RegisterRuntimeInitializeAndCleanup::ExecuteCleanup()
#6  0x007fc316246d8a in RuntimeCleanup()
#7  0x007fc316424218 in PlayerMain(int, char**)
#8  0x007fc3150bad90 in __libc_init_first
#9  0x007fc3150bae40 in __libc_start_main
#10 0x00000000201029 in _start
I'm not sure what that would suggest except that OpenGL isn't supported. From testing by others this game does work with OpenGL in macOS from what I understand. I've tried several other games. I'm searching on itch.io with these filters. Not sure how to find games from a certain date. The best way I found was to search for old Ludum Dare competitions like this. Some games have a launcher, which will probably interfere with TASing even if they can successfully be ported: Eventually I found Shrinking Planet. It matches the guide much more closely and I was able to port it. It runs in libTAS at about 0.5 FPS. At this point I'm sceptical if macOS should even be its own platform. The integral game files seem independent of any OS. I'm not familiar with the graphics engine differences though. I think these more recent games using MonoBleedingEdge should be portable, but I don't know what else is required.
Editor, Experienced Forum User, Published Author, Active player (403)
Joined: 2/11/2018
Posts: 200
I'm not opposed to the changing #6 and #17, as long as they're logically consistent with #1. I think the toes on #1 are one pixel closer to each other than the segments on #6 and #17, so it should be fine.
Editor, Experienced Forum User, Published Author, Active player (403)
Joined: 2/11/2018
Posts: 200
EZGames69 wrote:
100% is usually a goal that is trackable by the game itself.
I don't think that makes any difference to it potentially being extremely similar to any%. I'm concerned about category/branch bloat myself, but I don't think it's a new issue.
Editor, Experienced Forum User, Published Author, Active player (403)
Joined: 2/11/2018
Posts: 200
Is this not already a concern with existing standard branches, like a 100% or max score run that's extremely similar to branchless?
Editor, Experienced Forum User, Published Author, Active player (403)
Joined: 2/11/2018
Posts: 200
Which value should be used then? Should BizHawk be updated?
Editor, Experienced Forum User, Published Author, Active player (403)
Joined: 2/11/2018
Posts: 200
Where is the setting? I had a quick look last time but couldn't see it
Editor, Experienced Forum User, Published Author, Active player (403)
Joined: 2/11/2018
Posts: 200
There's a skip that saves a few seconds over the published TAS on the statue. Don't know how it works exactly.
Editor, Experienced Forum User, Published Author, Active player (403)
Joined: 2/11/2018
Posts: 200
Well, I found those addresses and I could get past a specific point, which tells me that the game has no more to show.
I don't understand this
Editor, Experienced Forum User, Published Author, Active player (403)
Joined: 2/11/2018
Posts: 200
Checked and I don't have any save data. I get the same issue playing a fullscreen video from a savestate, though it seems to work when making a savestate while the video is already playing.
Editor, Experienced Forum User, Published Author, Active player (403)
Joined: 2/11/2018
Posts: 200
Link to video Last input is 28955. Doesn't sync from from power on and don't know enough about Arcade to tell why.
Editor, Experienced Forum User, Published Author, Active player (403)
Joined: 2/11/2018
Posts: 200
lol that image is amazing. Still uncertain about the first dinosaur.
Editor, Experienced Forum User, Published Author, Active player (403)
Joined: 2/11/2018
Posts: 200
I'm not sure. The setting might have been changed when I originally tried playing the movie back and it desynced. Otherwise it's a new install of the game and of ScummVM. Should probably try deleting the save data but I'm not able to test till tomorrow.
Editor, Experienced Forum User, Published Author, Active player (403)
Joined: 2/11/2018
Posts: 200
You're starting with save data which moves the position of the start new game button. I changed this input and the movie syncs almost to the end. Perhaps you can identify the issue (screen recording because encoding broke and cba to fix it rn). Link to video
Editor, Experienced Forum User, Published Author, Active player (403)
Joined: 2/11/2018
Posts: 200
This hasn't been fixed; the movie time is still using 60FPS. This game has a Brazil release but the movie desyncs about a minute in.
Editor, Experienced Forum User, Published Author, Active player (403)
Joined: 2/11/2018
Posts: 200
This might not be worth the effort to address but there are slightly different names used everywhere. Firstly, they're called both Platforms and Systems on the site. I think these have slightly different meanings and I don't know which one best describes what we have. Here are some lists of platforms: I recently updated Platforms and EmulatorResources to match Systems as best as possible. I would be inclined to follow Wikipedia's article names. They tend to have already discussed/argued over the best display name, though their needs may not match ours. For example https://en.wikipedia.org/wiki/Super_Famicom will redirect to SNES; we instead list both names on Platforms (but not on Systems). On another note, having so many different pages with platform lists makes updating a bigger task, but this is only needed every few months or so. My plan down the line would be a separate page for each system, listing the emulators available, the best options, any nuances to note for submissions, game lists, as well as any other useful information.
Editor, Experienced Forum User, Published Author, Active player (403)
Joined: 2/11/2018
Posts: 200
Has anyone tried re-encoding this? Kind of odd to have a stars publication only in 720p.
Editor, Experienced Forum User, Published Author, Active player (403)
Joined: 2/11/2018
Posts: 200
Originally near the end of the movie I ranked up unintentionally, so I copied the inputs over to a new SRAM, which is why the rerecord count is 4. The original one says 417 rerecords.
Editor, Experienced Forum User, Published Author, Active player (403)
Joined: 2/11/2018
Posts: 200
Dacicus wrote:
Does anyone else find there to be poor contrast on dark mode between the background and foreground colors of teletype text? Check out Wiki: GameResources/NES/WizardsAndWarriors3 or Wiki: TextFormattingRules#Emphasis as examples. Pink on dark grey doesn't stand out well, IMO. It's OK under light mode, but the site defaults to dark.
It fails contrast check. The pink is a Bootstrap default.
1 2 3 4 5 6 7 8