Posts for Dacicus

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Looks good. I could follow the gameplay easily because there wasn't an overload of glitches. The hacking involved seems impressive, though I found the reuse of bosses and enemies from other games somewhat boring. Also, there were too many Mega Man clones as bosses and enemies. Yes vote for entertainment, regardless.
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This sounds useful. Do you envision the tags being stored in the code/data logger or in the deb file that the debugger generates?
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Some thoughts:
  • Perhaps you should limit the number of sources you use for updates. For example, stick with the CDC website and that of your state health department. News media usually focus on the bad things that are happening (this applies to more than the COVID-19 situation), so it's easy to panic if you're switching between channels/websites/whatever to get an update every minute.
  • The basic infection prevention measures from the first post have not changed: Hand hygiene and social distancing remain the best things you can do.
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Nice improvement and use of the tricks. Having never played this game, though, the ninja's slow movement speed made the run boring at times. Meh vote.
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Yes, congrats to the winners!
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Do you mean the frame counter? It is in the the Configure -> Display menu, which also has several other options.
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Nice and quick. Yes vote.
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I nominate the only three who had at least one run published in each year of the decade (alone or as part of a team): Mothrayas, MUGG, and Tompa.
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Truncated wrote:
It looks like it varies a lot who's faster in which room, so maybe it's possible to make an improved movie with contributions from all teams.
If someone wants the raw data that I used for encoding to try to figure out which team is fastest in each room/level, I can provide it. It's AviSynth syntax but not too difficult to understand. Just wondering: Did anyone find a more convenient way to analyze PCE assembly code than a combination of trace logger in BizHawk and debugging functions in Mednafen?
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The comparison encode is now available: Link to video
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I'll work on it. The encodes have been updated.
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Our team didn't finish, but here are some notes about our findings: Small Mode Horizontal movement is based on the formula x += 0x80 - ($17), where ($17) is the value of RAM address 0x17. Positive values move to the right and negative to the left. The value of 0x17 itself depends on player input (two bytes at 0x0A08 are the speed) and damage boosting (two bytes at 0xB7 are the speed and two bytes at 0xB9 are acceleration). Movement via controller input increases the speed by 1/16 of a pixel per frame (ppf) every frame, up to a max of 2 ppf. Damage boosting seems to depend on the type of enemy. The following code is relevant:
02:D050:  20  JSR $CEE1
02:CEE1:  DF  BBS5 $C9,26 ; Branch to CEFE if bit 5 of $C9 is set
02:CEE4:  B9  LDA $CF18,Y
02:CEE7:  85  STA $B7     ; x_subspeed
02:CEE9:  B9  LDA $CF1B,Y
02:CEEC:  85  STA $B8     ; x_speed
02:CEEE:  B9  LDA $CF1E,Y
02:CEF1:  85  STA $B9     ; x_subspeed_delta
02:CEF3:  B9  LDA $CF21,Y
02:CEF6:  85  STA $BA     ; x_speed_delta
02:CEF8:  B9  LDA $CF30,Y
02:CEFB:  85  STA $BB
02:CEFD:  60  RTS
02:CEFE:  B9  LDA $CF24,Y
02:CF01:  85  STA $B7     ; x_subspeed
02:CF03:  B9  LDA $CF27,Y
02:CF06:  85  STA $B8     ; x_speed
02:CF08:  B9  LDA $CF2A,Y
02:CF0B:  85  STA $B9     ; x_subspeed_delta
02:CF0D:  B9  LDA $CF2D,Y
02:CF10:  85  STA $BA     ; x_speed_delta
02:CF12:  B9  LDA $CF30,Y
02:CF15:  85  STA $BB
02:CF17:  60  RTS
I don't have any notes about the significance of bit 5, but $CF18 corresponds to 0x4F18 in the ROM file. You can see that the addresses are 3 bytes apart, which suggests that there are three types of enemies with regard to damage boosting. Big Mode x += ($1145) - A, where A is 0x40 if facing to the right and 0xC0 if facing to the left. Movement via controller input is at a constant speed of 2, while damage boosting is the same as in Small Mode. Hitboxes The following Lua script displays hitboxes for a number of things--enemies, barriers, player--as well as HP for enemies that have HP. I didn't figure out the hitboxes for some things, however, such as boss weapons.
Language: lua

memory.usememorydomain("Main Memory") -- RAM local addr_pc_x_hb_l = 0xA0 local addr_pc_x_hb_r = 0xA1 local addr_pc_y_hb_u = 0xA2 local addr_pc_y_hb_d = 0xA3 local addr_en_num = 0x001D local addr_en_actv = 0x0980 local addr_en_y_lo = 0x0FEA local addr_en_y_hi = 0x1060 local addr_en_x_lo = 0x10D6 local addr_en_x_hi = 0x114C local addr_en_type = 0x131D local addr_en_hp = 0x14D6 -- ROM local addr_en_y_len = 0x57A9 local addr_en_x_len = 0x56D3 local function draw_en_hitbox() local num_en = memory.readbyte(addr_en_num) for i = 0, num_en - 1 do local en_actv = memory.readbyte(addr_en_actv + i) local e = memory.readbyte(addr_en_type + en_actv) local e_y = memory.read_s8(addr_en_y_hi + en_actv) * 0x100 + memory.read_u8(addr_en_y_lo + en_actv) local e_y_len = memory.readbyte(addr_en_y_len + e, "ROM") local e_x = memory.read_s8(addr_en_x_hi + en_actv) * 0x100 + memory.read_u8(addr_en_x_lo + en_actv) local e_x_len = memory.readbyte(addr_en_x_len + e, "ROM") gui.drawBox(e_x - e_x_len, e_y - e_y_len, e_x + e_x_len, e_y + e_y_len) local en_hp = memory.readbyte(addr_en_hp + en_actv) if en_hp > 0 then gui.drawText(e_x, e_y, string.format("%2x", en_hp)) end end end local function draw_pc_hitbox() local x_hb_l = memory.readbyte(addr_pc_x_hb_l) local x_hb_r = memory.readbyte(addr_pc_x_hb_r) local y_hb_u = memory.readbyte(addr_pc_y_hb_u) local y_hb_d = memory.readbyte(addr_pc_y_hb_d) gui.drawBox(x_hb_l, y_hb_u, x_hb_r, y_hb_d) end while true do draw_pc_hitbox() draw_en_hitbox() emu.frameadvance() end
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There's software from Adobe called Projector Skeleton that can run DCR files. I tested Blix through level 5. When loading the DCR file, it did request several other files, but it seemed to work even without them. Note that I had to close Projector Skeleton via the Task Manager, since the usual methods did not work.
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Lobsterzelda
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Proposed solution: Add
g = AudioDub(g, audio)
after the line
g = ms ? g.AppendSegment(ms_base, ms_start, ms_end, ms_format, hd).ConvertToRGB32() : g
audio is the WAV file as loaded in the LEGACY STUFF / PSXjin section of encode.avs. My understanding of the default AVS file behavior is that the audio dubbing for PSXjin gets done before the multisegment import, so the multisegment import generates a video track with no audio. Does anyone else have a different explanation for the error that EZGames69 posted?
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Did the decade start in 2010 or 2011 for the purpose of this thread?
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Forest2TS wrote:
how can i reconvert fm2 back to fcm
As per the page I linked earlier, you put the fm2 as the first file (input file) and the fcm as the second (output file).
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Forest2TS wrote:
1. .nmv (nintendulator), .fmv (famtasia), and .vmv (VirtuaNES)
According to the nesmock page, it does not support writing VirtuaNES files currently.
Forest2TS wrote:
3. I got it to work, but I don't know how I can straight-up convert files to another file.
When you say that you got it to work, what did you get it to do? You do need to use it from the command line. Spikestuff posted the basic syntax earlier.
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1. What formats are you trying to convert the FCM files to? 2. How comfortable are you with using the command line? 3. What have you tried so far to get nesmock to work?
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Alyosha wrote:
I thought the intent here was to wait for the next bizhawk release so the encode is fixed at the end?
Sorry, I misunderstood if that was the intent. I'll make new encodes after the release, if desired.
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EZGames69 wrote:
If you dont mind me asking, how is everyone enjoying the game?
It's fine.
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I'm also in favor of option 2.
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RationalMonkey wrote:
Is there a way to transfer a game from FCEUX to BizHawk?
Try File -> Movie -> Import Movies...
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<KennyMan666> We're here living in 2019 while this guy is in 3019
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