Posts for MarbleousDave

MarbleousDave
He/Him
Experienced Forum User, Published Author, Player (12)
Joined: 9/12/2009
Posts: 1555
This is the most optimal version of SMB3 of all time. Yes vote.
MarbleousDave
He/Him
Experienced Forum User, Published Author, Player (12)
Joined: 9/12/2009
Posts: 1555
April 6th is the premiere. Get the hype train going again for the last time!
MarbleousDave
He/Him
Experienced Forum User, Published Author, Player (12)
Joined: 9/12/2009
Posts: 1555
Game Genie code support for SNES and Sega Genesis needs to be implemented. I'll have to use SNES9x and Gens for the time being 'cause they have auto-hold. I'll have to map it to Shift or Control. Plus they have Game Genie code support. These emulators are still being used for TASing Super Mario World and Sonic the Hedgehog. Nothing more. (The continuances for SNES9x and Gens have their respective pages when available)
MarbleousDave
He/Him
Experienced Forum User, Published Author, Player (12)
Joined: 9/12/2009
Posts: 1555
Katamari Damacy - The classic dual stick clean-up simulator where you move a core to pick up objects so they'll stick to the core and try to reach the target size within the time limit.
MarbleousDave
He/Him
Experienced Forum User, Published Author, Player (12)
Joined: 9/12/2009
Posts: 1555
March 30 premieres a new Equestria Girls special. Season 9 premieres in April.
MarbleousDave
He/Him
Experienced Forum User, Published Author, Player (12)
Joined: 9/12/2009
Posts: 1555
Saving cheats with comparison is still buggy For example I insert a cheat that's 2-byte and entered either signed unsigned. I set a value of 16934 with a compare of less than 8430. I go to save, it takes all signed, unsigned, and binary and converts to hex. It takes the value of 16934 and displays it as a hex value of 4226. It then take the compare of 8430 and displays it as a hex value of 8430 instead of the actual value of 20EE. Which results the compare of 8430 in unsigned to turn into a bigger number. If you try to save a compare of 100 or greater in 1-byte, 10000 or greater in 2-byte, or a compare of 100000000 or greater in 4-byte. You go to save it, it gets its information wrong as 100 is supposed to display as 64 in hex, not 00 in hex. 255 unsigned = FF in hex, not 55 in hex. All it's doing is taking the unsigned compare and using a modulo operation and converting to text then converting to hex. It's inconsistent as the unsigned value displays as hex upon saving.
MarbleousDave
He/Him
Experienced Forum User, Published Author, Player (12)
Joined: 9/12/2009
Posts: 1555
To get to 999,999 quicker, start on level 9 and only get Tetrises.
MarbleousDave
He/Him
Experienced Forum User, Published Author, Player (12)
Joined: 9/12/2009
Posts: 1555
McW4v3-X is my new alias. I also made an encode, but I can't upload it yet 'cause I lost access to my previous YouTube channel. My dad was being stubborn and went against my suggestion of changing phone services by deactivating my old phone instead. I need a new phone to be able to upload longer videos. Anyways, getting back on topic. I should be making quality TASes.
MarbleousDave
He/Him
Experienced Forum User, Published Author, Player (12)
Joined: 9/12/2009
Posts: 1555
I create markers in N64 movies, when I go too a previous marker, instead of rewinding to the marker, it rewinds to the beginning. I'm not sure if it's fixed in 2.3.1, it's still an issue in 1.13.2 and we'll have to deal with it. DynaRec is not in 2.3.1 which means it crashes Pokemon Stadium and turn off voices in 007 The World Is Not Enough. --- GLITCH DETECTED --- My computer is a high-end PC with an Intel Core i7 at 3.7 GHz, 2 TB HDD, 16 GB RAM, NVIDIA GTX 1060, running 64-bit Windows 10. In the emulator, under the Advanced tab in Customize, I checked both Store movie working data on disk instead of RAM and Store movie working data in extended > 1 GB RAM, I have AutoSaveRAM turned on so the game will be saved on a .AutoSaveRAM.SaveRAM every 5 minutes. Backup .SaveRAM to .SaveRAM.bak is left on by default. In TAStudio, For Default Savestate History settings, I set the Capacity to 8192 MB (which is about half my computer's RAM), Disk Capacity and Save Capacity to 65536 MB (or 64 GB), Divider for memory state interval to 64 (State Gap Divider is 1042 KB, State every 16 frames), State interval for .tasproj to 8 (State every 256 frames). For Savestate History Settings, All capacities are automatically set to 8192 MB if the Default Savestate History settings exceed that amount. Autosave Interval is set to 300 seconds. Autosave as BK2 and Autosave as backup are on, as well as Backup Per File Save. BizHawk is resource heavy when it comes to SNES, N64, PSX, and Saturn, requiring 4 GB RAM just to run the emulator, and 12 GB RAM and a 1 TB HDD to record movies using TAStudio on the maximum state capacity/divider settings. Now for the glitch, if the emulator crashes in middle of saving (e.g. an exception or a blue screen of death) it gets corrupted and progress may be lost and it can't be recovered as far as my knowledge. It's always safe to make backups. Like I said, BizHawk is resource heavy and recommends 16 GB RAM or higher and a 2+ TB HDD and a reliable SSD. If you close TAStudio after saving a huge file, it doesn't just free up your RAM, your HDMI monitor loses its signal and the HDMI cable needs unplugged and plugged back in.
MarbleousDave
He/Him
Experienced Forum User, Published Author, Player (12)
Joined: 9/12/2009
Posts: 1555
Hello Kitty World - a dolled-up port of the Game Boy game Balloon Kid. A collaboration with Nintendo and Sanrio.
MarbleousDave
He/Him
Experienced Forum User, Published Author, Player (12)
Joined: 9/12/2009
Posts: 1555
I would like to see a new update to the 32-bit version of BizHawk along with a new update to the 64-bit version of BizHawk.
MarbleousDave
He/Him
Experienced Forum User, Published Author, Player (12)
Joined: 9/12/2009
Posts: 1555
Use an ISO recorder program to create an ISO of the music CD then run DiscoHawk to make a CUE file then run it in BizHawk under either PlayStation or Sega Saturn in order to play music from the ISO you created.
MarbleousDave
He/Him
Experienced Forum User, Published Author, Player (12)
Joined: 9/12/2009
Posts: 1555
For any% it's possible to get under 1 hour in both RTA and TAS. For 100% it's possible to get under 3 hours in RTA and around 2 hours 15 minutes in TAS. It's not required to defeat all enemies on the map, but enough to get the necessary items.
MarbleousDave
He/Him
Experienced Forum User, Published Author, Player (12)
Joined: 9/12/2009
Posts: 1555
There's a memory leak related to the emulator itself. It keeps crashing in the middle of a movie. I urge you to fix it ASAP.
MarbleousDave
He/Him
Experienced Forum User, Published Author, Player (12)
Joined: 9/12/2009
Posts: 1555
Save movie working data on disk instead of RAM may be a bit unstable. 2.3.1 broke MP4 recording. Many bugs have been fixed, but we haven't figured out the "not responding" issue yet.
MarbleousDave
He/Him
Experienced Forum User, Published Author, Player (12)
Joined: 9/12/2009
Posts: 1555
I was holding the pause button so I can release it at the point where I need it, but it hardlocked the emulator which forces me to close it. I'm not sure if it's an emulator-related bug or an OS-related bug.
Post subject: U.N. Squadron (Area 88)
MarbleousDave
He/Him
Experienced Forum User, Published Author, Player (12)
Joined: 9/12/2009
Posts: 1555
This game is based off the manga and anime Area 88. It is an arcade shooter made by Capcom. There are three characters to choose from. Shin Kazama - He can power up quickly. Mickey Scymon - He can fire two special weapons at once. Greg Gates - He can recover quicker. Shin levels up the fastest while Greg levels up the slowest Mickey can fire another special weapon while one is being used Greg can recover faster than his fellow comrades. I say Greg is the most sub-optimal character to use 'cause he powers up slower. Mission 1 can be finished evenly between all three pilots. Bombs is a must in Mission 1 Next is Jungle > Desert > Sea The first Sky mission is necessary. The second Sky mission and Submarine is optional. Next is Canyon > Cave Gunpod and Ceiling weapons are a must in the Cave. The bonus mission (Mission EX) can be played again and again to money grind is optional. Out of the 10 missions, only 8 are required to beat the game.
MarbleousDave
He/Him
Experienced Forum User, Published Author, Player (12)
Joined: 9/12/2009
Posts: 1555
I'll have to settle for mkv format until the next version comes out
MarbleousDave
He/Him
Experienced Forum User, Published Author, Player (12)
Joined: 9/12/2009
Posts: 1555
You fixed recording issues and it can record on-screen displays on formats AVI and MKV, but it broke recording in MP4 format. MP4 is my preferred video format of choice. How could you break recording in my preferred video format of choice? HOW?! With a plethora of fixes, it shouldn't break a feature that already exists from day one. But how can it break something that was implemented since version 1.0?
MarbleousDave
He/Him
Experienced Forum User, Published Author, Player (12)
Joined: 9/12/2009
Posts: 1555
Max score TAS - Get all the apples in every stage - Get a star in each stage - Get extra life ASAP by getting apples and stars and just the number to get 10000 points before getting the rest - Don't crash - Don't overflow the point gain counter - You get a heart every 5 levels
MarbleousDave
He/Him
Experienced Forum User, Published Author, Player (12)
Joined: 9/12/2009
Posts: 1555
I found a trick in Red Canyon II that allows you to get into the Red Canyon I area. This trick has some potential to save time, but unfortunately this needs another bizarre trick to get back on the track.
MarbleousDave
He/Him
Experienced Forum User, Published Author, Player (12)
Joined: 9/12/2009
Posts: 1555
Odds of having a Pokemon with max IVs is 1 in 1,073,741,812 Odds of having Espeon and Umbreon with max IVs is 1 in 1,152,921,504,606,846,976 Odds of a Shadow Pokemon to become shiny upon purification is 1 in 8,192 Odds of finding a shiny Shadow Pokemon and keeping it shiny upon purification is 1 in 67,108,864 Odds of both starters being shiny with max IVs is 1 in 77,301,252,455,336,267,181,195,264
MarbleousDave
He/Him
Experienced Forum User, Published Author, Player (12)
Joined: 9/12/2009
Posts: 1555
************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at BizHawk.Client.EmuHawk.TAStudio.UpdateAutoFire(String button, Nullable`1 isOn) at BizHawk.Client.EmuHawk.TAStudio.TasView_ColumnRightClick(Object sender, ColumnClickEventArgs e) at BizHawk.Client.EmuHawk.InputRoll.OnMouseUp(MouseEventArgs e) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) I loaded the Tasproj in progress, I can't toggle the auto input
MarbleousDave
He/Him
Experienced Forum User, Published Author, Player (12)
Joined: 9/12/2009
Posts: 1555
multiple offenses can get you banned from submitting runs. To prevent this, read the rules and guidelines before submitting a run that beats existing records. I have rejected submissions, but none were rule breaking. My SMB3Mix run does have room improvement. Don't feel discouraged.
Post subject: PlayStation games using autofire controls
MarbleousDave
He/Him
Experienced Forum User, Published Author, Player (12)
Joined: 9/12/2009
Posts: 1555
2D PlayStation games run at 60 fps on NTSC and 50 fps on PAL. 3D PlayStation games run at 30 fps on NTSC and 25 fps on PAL. I have a question. Why isn't my autofire working? There are two types of frames: Input frames and lag frames. Input frames allows the user to press any button during these frames. Lag frames don't allow any input in certain situations as loading, rendering polygons in 3D space, etc. There are some things where rendering objects that don't produce lag frames and may cause 1-frame inputs to fail to register. I have the autofire set to defaults (1 on, 1 off, take lag frames into account) I have take lag frames into account enabled, but the problem is, the 3D rendering is done through the system's hardware rather than the software (the game that's being played). You can't disguise lag frames as input frames or there will be problems. You see? I have Muscular Dystrophy, I'm bed ridden, I'm acrophobic, I lost my ability to stay balanced. I'm using only a mouse. I use the On-Screen Keyboard, I use a Virtual Pad. The least you can do is making PlayStation games accessible for the disabled out of the box, but you failed at that. I can't even enjoy Crash Team Racing 'cause the autofire sometimes fails when trying to get the TNT crate off my head. Aaugh! No lag frames and input sometimes failing makes autofire work half the time. This needs to be addressed! But there is a fix to this. Set the autofire to 2 on, 2 off, and uncheck take lag frames into account. If you are switching between 2D and 3D games, you have to go to the autofire settings every time. It's a total nightmare and it should've been addressed in the first place. Making a duplicate of the same emulator, have one for settings for 2D games and the other set up for 3D games. It's a smart thing to do. I have nothing else to say. Keep up the good work.